O`8NNNN p &<NuTHIS DISK HAS BEEN IMMUNIZED AGAINST MOST VIRUSES BY THE 'ULTIMATE VIRUS KILLER' VERSION 5.8 BY RICHARD KARSMAKERS, *THE* ATARI VIRUS KILLER!!!puke'(*** 5@` /@`! #@%`'+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoqs@u`wy{ @`¢+ @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ @` @!Aa  !Aa!!#%a')+-/1!3A5a79;=?A!CAEGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuwy}!Ab!Aa!Aa!Aa!"Aaǁ!Aaׁ!A!Aa B b !"!B!o!!!!"!#B"%b"'")"+"-"/#/#3B#5b#7#9#;#=#?$A"$CB$Eb$G$IK$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&O&eb&g&i&k&m&o'q"'sB'ub''y'{'}'("(B(b(((()")B)b)))*"*B*b****+o+++++,B,b,@` /@`! #@%`'+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoqs@u`wy{ @`¢+ @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ @` @!Aa  !Aa!!#%a')+-/1!3A5a79;=?A!CAEGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuwy}!Ab!Aa!Aa!Aa!"Aaǁ!Aaׁ!A!Aa B b !"!B!o!!!!"!#B"%b"'")"+"-"/#/#3B#5b#7#9#;#=#?$A"$CB$Eb$G$IK$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&O&eb&g&i&k&m&o'q"'sB'ub''y'{'}'("(B(b(((()")B)b)))*"*B*b****+o+++++,B,b,DOC_DISK0061STSHAPESWRR;BARDS SWR6MAVIS SWR 3EMMANUELSWR) FF1 SWR,bHINTS SWRlHINTS1 SWRrc*SOLVES SWR+}uHINTS2 SWRgWLSL_SOLNSWRFPRTMSTR SWR`RAMBO SWR> SQUEST2 SWRiSTARGLD2SWRSUNDOG SWRVTOPGUN SWRY WPERFECTSWR(AMFV_DOCSWR< PeAMFV_STRSWR$jBALLYHOOSWRRFTBLAMP SWRB\OCUTHROATSWRQpDEEP SWR[vENCHANTRSWR{BEQUATIONSWReFEUD SWR# HLANCE SWR{MANUAL_1SWR*z` MINDROLLSWR=NEPTUNE SWRU:PANDORA SWRN2PQUEST SWRvhPRISON SWR-RRANGER SWRYRUNNING SWRGPSTARCROSSWR5SCORPIONSWRMVOYAGER SWRZWOLF SWR  ST_HINTSSWRz`1aMEMORY SWRz`JdDEATH SWRc*MLORDS SWRnwYMAYDAY SWRT"AUTO TUSIC PRG|7HARRIER SWR] !SOLOMONSSWR%VIRUS SWRh WHIRLY SWREPOWER SWRdSOLVES2 SWR2~>UTOT  FIRST SHAPES Good piece of software this, I've got a 3 year old who loves it and I think he's learn't from it. We haven't touched on the subject of piracy in these DOC DISCS, but this is probably a good place to start. There isn't heaps of educational software around for the ST, it doesn't sell as well as a shoot em up I suppose. For that reason, if only that, think twice before copying someone elses disc. If you've got kids, the ST is a very powerful educational tool - so give some support to the few software houses that write educational software. Enough preaching....here's the DOCs, imported from AMIGA by Sewer Possum for the indomitable SEWER DOC DISC series! HELPFUL HINTS 1. THE HOUR GLASS CURSOR TELLS YOU THAT YOU MUST WAIT FOR SOMETHING TO APPEAR ON THE SCREEN 2. THE ARROW CURSOR TELLS YOU THAT THE COMPUTER IS READY FOR YOUR NEXT ACTION The Hand Book for First Shapes One of the Building Blocks for Learning Series Introduces Young Children to Geometric Shapes by FIRST SHAPES TABLE OF CONTENTS Introduction................................................1 Learning Objectives.........................................3 Educational Overview........................................4 Getting Started.............................................6 Learning Modules............................................7 Extra Learning Activities..................................11 INTRODUCTION Congratulations! You have just purchased (or pirated) ha, ha First Shapes, an exciting Early Education skill builder that incorporates synthesized speech to increase childrens' ability to learn important beginning concepts about shapes and form. First Shapes is the initial title in First Bytes Building Blocks for Learning Series. Meet Ted E. Bear. He's a charming, delightful fellow, a talking computer friend who will introduce who will introduce the children who meet him to the world of geometric shapes. As he takes them through First Shapes, the children will play in a rich learning environment in which they use geometric shapes to build toys and help Ted E. Bear identify missing shapes and play learning games. Each activity is designed to increase their readiness for mathematics, reading, writing, and problem solving. Because of the speech capabilities of Ted E. Bear, children will be able to participate in First Shapes activities without knowing how to read instructions. They will find the program easy and fun to use. Their lack of dependence on a grown up reader will increase their self-confidence as an independent learner. As an added feature, the grown up helper will be able to put words into Ted's mouth so that he makes comments designed for each special child working in First Shapes. This Handbook is a guide for you the Helper. It will give you an overview of the educational objectives of First Shapes, an introduction to each learning module, and enrichment activities that you can use with your child to reinforce and expand on the concepts learned in First Shapes. PAGE 1 AND 2 GETTING STARTED After reading this Handbook, play with First Shapes yourself. Look at each learning module with your child's skills and interests in mind. Select the Helper's Choice icon AN H IN A CIRCLE in the upper left hand corner of the Main Menu. Enter your child's name to create a Toy Box to save toys. If no name is entered, the toys made will be stored in Ted E. Bear's Toy Box. Use the other Helper options to individualize the learning activities for your child. Help your child get started by giving an introduction to the Main Menu. Assist when necessary, but encourage your child's independent decision making. WHAT CAN YOUR CHILD LEARN BY USING FIRST SHAPES? FIRST SHAPES will help your child be able to.... 1. Identify five basic shapes: the square, rectangle, circle, oval, and triangle. 2. Recognize and use words to identify and compare shapes and sizes. 3. Select a missing part to complete a whole object. 4. Use shapes to creatively build objects. 5. Match two shapes that are the same, recalling both the visual object and its location. 6. Solve problems independently. PAGES 3 AND 4 WHY IS IT IMPORTANT FOR YOUR CHILD TO LEARN ABOUT GEOMETRIC SHAPES? Learning to identify and use shapes will.... Increase a child's readiness to begin reading and writing. Everything in a child's world has its own shape, including the letters in the alphabet. All letters are relationships between size and shape. By recognizing and using shapes in two different, but equally important ways, the child begins to relate shape to shape, size to size, and size to shape. Visually, shapes can be identified and manipulated on the computer screen within the Toy Box environment. Manually, a child should play with actual shape blocks away from the computer touching, manipulating, and becoming familiar with their characteristics. Both experiences allow the child to easily identify each shape in new situations and see relationships between shape and line. This ability to visually and manually identify and use shapes, transfers to the child's successful activities in recognizing letters and words as well as using a pencil to make them. The speech component of First Shapes additionally gives the child the ability to hear and later recall the names of each shape. Increase a child's understanding and interest in mathematics. Experiences with shape recognition and comparison can help a child form and recognize number symbols as well as the letter symbols previously mentioned. In a larger sense working with and learning about geometric shapes, even at an early age, increases a child's appreciation of form, part to whole relationships, and structure and variety in the world around him. Too often mathematics means only rote learning of basic facts. It is important that the child has the opportunity to develop mathematical concepts through his own experiences. For example, building toys with shapes helps a child draw conclusions about how shapes fit together and can be used to construct a whole object. In a creative atmosphere, First Shapes allows a child to learn mathematical ideas, and solve problems that use those ideas. Increase a child's confidence in problem solving and independent decision making. The learning environment created in First Shapes uses the vehicle of basic geometric shapes to allow a child to make choices and evaluate decisions. When building toys, the child decides what shape to select for each part of the toy. After the toy is completed, the young toy maker becomes a judge of his/her own work. Any toy can either thrown out, put in the Toy Box, or started over. It is up to each child to make these decisions. The learning environment is carefully built to allow a child to progress comfortably from simply learning to identify shapes to experiences that put the child in charge of how those shapes can be used. PAGES 5 AND 6 LEARNING MODULES SHAPES This learning module is the natural first step into First Shapes. It is designed for the child who is just beginning to recognize shapes and needs some practice and play before going on to larger projects. Each of the five shapes are presented one at a time. When the child or Helper clicks on Ted E. Bear, the name of the shape displayed is said at the word appears on the screen. By selecting the "Bigger" or "Smaller" boxes the same shape can change in size. Helpers and children can use this module to practice identifying shapes and talking about what they look like. "What do you see?" How many sides does a square have?" "How many corners do you see?" Let's see how many square shapes we can find in this room?" THE TOY FACTOR In this module, the child uses the now familiar shapes to build toys to store in a private Toy Box. Each child can choose shapes to construct variations of many different toys. "What shapes would you like for the robot's arms?" "What shape should the robot's head be?" Many different robots could be constructed depending on the choice made. After the toy is finished, the toy maker becomes a critic, able to decide if the toy should be stored in the Toy Box. Each toy is given a name and the child is able to view exactly how it was built. In addition, each toy can be printed out and displayed for everyone to see. THE TOY BOX Each child has their own Toy Box for storing toys made in the Toy Factory. By selecting this module, the toy maker can open the Toy Box and look at each toy. If the child decides a toy should leave the Toy Box, it can be taken out to make room for other toys. The toy maker can also use the "Print" Box to make a paper copy of each toy. PAGES 7 AND 8 THE TOY FAIR Each child can visit the Toy Fair with Ted E. Bear and help him win arcade games and take a balloon ride. By finding the shape Ted E. Bear is looking for, every child is a winner. Selecting the largest circle, the pointed shape, the smallest triangle, and many other specified shapes, the learner will be able to identify qualified shapes, compare objects, and become familiar with descriptive vocabulary words. MAKE-A-MATCH GAME The Make-A-Match Game is designed to help children compare shapes and objects deciding if they are the same or different. In turning over Ted E. Bear cards the child tries to make shape and toy matches until all the cards are face up. To accomplish this, the child must not only recognize "a match" but also recall each object's location in order to find it again. There are three levels of difficulty to allow for each child's learning rate. A child can also choose to play "By Myself," "With a Friend," or against Ted E. Bear. Ted E. Bear call be "Silly," "Smart," or "Very Smart." FOR THE HELPER....THE HELPER'S CHOICE First Shapes allows you, the Helper, to "tailor make" the program for the child using it. By clicking on the CIRCLE H for HELPER on the Main Menu, a number of program controls are at your command. You can change the speech controls, insert the learner's name, set your own reinforcement messages, and make learning modules active or inactive. Your role as a Helper is very important in determining the learning impact of a program like First Shapes. After you help your children get started, it is important to encourage their independent use of the program. However, also use the learning activities as an opportunity for you to play and work together. For example, you can ask leading questions that encourage the building of concepts. "How did you know that was the biggest circle?" "How is a triangle different from the square?" Most important, your encouragement and praise will make a large contribution toward each child's enjoyment of learning new things and self confidence in solving problems. Provide ample opportunities for toy makers to share their work with family and friends. PAGES 9 AND 10 EXTRA LEARNING ACTIVITIES * Draw pictures on paper than consist of geometric shapes like a circle sun, a triangular roof, or a rectangular boat. Challenge your child to find the shapes you specify and color them. Then let the children draw their own pictures and ask you to find the shapes. * Make masks with construction paper by cutting out shapes for the facial features. Make a triangle monster for a circle bear face! * Play a "find the shape" game in many different locations including your child's bedroom, the grocery store, the park, and the kitchen. * Make shapes on paper by tracing objects around the house. Trace around a glass and make a circle or use the bottom of the cereal box to make a rectangle. * Use objects like straws, pencils, or toothpicks to construct shapes. This will help you ask your child important questions that they can find answers to by their own experience. How many sides does a triangle have? How many corners? Is each side the same size? Are all the sides of a rectangle the same? Which sides are longer? How is a rectangle different than a square? * Look at patterns that are made from shapes. Good examples to use are quilts and stained glass windows. Let you child make a pattern by repeating shapes in a set order. * Take children to the art museum and look for shapes in the paintings and sculptures. They will see how artists use shape in their work and it will increase their interest in starting their own projects. * Demonstrate to your child how some shapes are "flat like the ones used in First Shapes while others are not. Introduce shapes like boxes, and balls, and cubes that have volume. * Folding paper, napkins, or cloth is a good way to demonstrate how shapes relate to each other. What happens when you fold a rectangle in half? Is it still a rectangle? Can you fold a square and make a triangle? PAGES 11 AND 12 * Children enjoy making their bodies into shapes. Challenge your child to become a rectangle or to make a circle shape only using arms. It's also exciting to make letter shapes bringing in friends and other family members to help out. Who's going to dot the i? * Help your child learn about "open" and "closed" shapes. All of the 5 shapes used in First Shapes are closed shapes. They start and stop at the same point. There are many more closed shapes that can be made. Have your child start drawing a line on paper and move the pencil until the point is back to where it started. This is a "closed" shape. Now try drawing an "open" shape. To extend this activity, look at the letters of the alphabet. Some are closed shapes like the letter O. Others are open shapes like the letter C. Some are a combination of both. * To reinforce each of the five shapes presented in First Shapes, help your child find examples of these shapes in their environment. For example, a watermelon, a rubber band, an egg, or some rugs on the floor, are ovals. Windows, flags and books can be rectangles. Handkerchiefs, some boxes, and checkerboards are squares. There are unlimited possibilities, when you look at objects like signs, buildings, toys and trees. * Encourage your child to play with puzzles that use primary shapes to build a whole picture. * Use stencils to trace shapes on construction paper. Cut them out and use them to build pictures. * Playing with all types of blocks is very important. Besides giving your child ample time to sort shapes and build with them. spend time sitting with your child playing and talking about the shapes and building projects. A child's ability to verbalize their thoughts, ask questions, and respond to the discovery enhancing questions you can ask, helps them form concepts and increases their understanding. THE END Starting to think we've got a thing about BARDS TALE? We've had DOCs galore on this one...but now here's a fairly comprehensive 'solution'. Edited by SEWER POSSUM. THE BARD'S TALE Part 1 Obviously, the first thing you must do is assemble your party. There is a beginning party (supplied with the game) already equipped with a basic level of armor, instruments, etc. A much better and unique option is to transfer characters over from either WIZARDRY or ULTIMA III. These characters come over as fairly senior level characters and make the beginning of this game much easier. This is a highly desirable alternative. If you create your own characters -- which you must do for your bard -- pay special attention to the dexterity attribute. This attribute determines who strikes first in combat, and can be the difference between an easy encounter and one which is a struggle. Magic users should have a high IQ, while fighter classes should have a high strength. I recommend a monk as one of your fighters. Their armor class drops as their level rises. Mine eventually had an armor class of LO wearing only a robe. They also can do the most damage unarmed in actual combat. My starting party consisted of a monk, two paladins, a bard, a magician and a conjurer. At higher levels of the game, you will want to trade in one of your paladins and develop another magic user. When you first leave the Adventurer's Guild, explore the city. Visit Garth's Armory, and find the Review Board (located next to the inn on Trumpet Street). Don't wander too far until you get a feel for how you can survive. To restore hit points after fighting, visit a temple. There all ills -- including death -- can be cured for a price. After a fight, you will quite frequently find objects of some type. Keep them all. If you don't need them, go to Garth's and sell them for gold -- you will need it. Visit Roscoe's Energy emporium located off the Gran Plaz on the corner of Grey Knife Street. There you will get an idea what it costs to restore spell points. Early on, when you are still short of gold, the best way to restore spell points is to go into the Adventurer's Guild and just wait. This game is in real time, and spell points are restored as you just sit there. If you wait on the street or in a house, you will almost certainly be attacked. When you find an object after a fight or in a chest in the dungeons, experiment with it to find out what it is. There are no cursed items. Quite a few objects have magical properties that are not readily apparent. Here are a few of the objects that I found most useful, even though you won't run into these until later in the game: Kael's Axe seemed to be the best weapon, causing the most damage for my Paladins; a frost horn for your Bard, when used in combat, causes 40-70 hit points of damage to a group of monsters; a mage staff for your magic users allows them to regain spell points even in a dungeon (this is incredibly useful). I will leave it up to you to discover the usefulness of the other items found during the game. After learning the game play by wandering around the city and being able to survive, it is time to visit the dungeons. This is where the battle with Mangar will be won or lost. THE BARD'S TALE Part 2 There are five dungeons in the game that must be explored in the following order: Wine Cellar and Sewers, The Catacombs, Harkyn's Castle, Kylearan's Tower, and Mangar's Tower. Each contains something that will help in the subsequent stages of the game. Wine Cellar and Sewers The easiest dungeon of them all is reached from the inn on Rakhir Street. Enter the inn, ask to order a drink, then select wine. You will then be ushered into the Wine Cellar. I cannot overstress the importance of mapping in this game. Whenever possible, have the MALE spell in operation. This will help you avoid some of the traps that are lying around. When you have an encounter and find a chest, always cast a TRZP spell to disarm any traps that may be guarding the chest. Located in the Wine Cellar are the stairs down to the Sewers. The first level of the Sewers contains almost nothing of interest. So locate the stairs to the second level of the sewers as quickly as possible and get down there. The second level contains one very important bit of information that you will need to enter the Catacombs: the name of the Mad God. There are also two hints to questions that will be asked in other dungeons. Explore this level fully to find all the hints and the Mad God's name. The lowest level of the Sewers is next and contains one item of importance for later in the game. Locate and take the stairs exiting from this level. Make sure you know where the stairs lead exactly. After this (I hope you have been visiting the Review Board regularly to advance levels and learn new spells), you are ready for the Catacombs. The Catacombs The Catacombs are reached from one of the Mad God's Temples, located on the east side of the Temple, ask to speak to the priest, then give him the Mad God's name: TARJAN. The first level of the Catacombs is just a survival test at this stage. Once you can survive there fairly easily, head for the second level of the Catacombs. The second level has a clue in it about the Mad God. It also contains a very nasty creature called a Soul Sucker that lurks in the southwest corner of the second level. If you decide to go in there and try him out, make sure you have your character disk backed up. You will not be able to defeat him at this stage of your development, but fortunately you don't have to. The lowest level of the Catacombs contains something you will need later. Once you have reached the third level of the Catacombs, you must use a teleport square to enter the Wizard's Realm. The teleport is located in the southeast corner of the dungeon. Once you are in the Wizard's Realm, you must defeat him to gain the Eye. After you have this item, you are ready to tackle Harkyn's Castle. THE BARD'S TALE Part 3 Harkyn's Castle Harkyn's Castle is located in the northeast corner of Skara Brae. At this point in time, it becomes very important for you to have filled your special slot with the most powerful character your magic users can summon. If you are in the process of developing a wizard, a lesser demon is best. The first level of Harkyn's Castle contains one item of importance: the Crystal Sword from the southeast corner of this level. You will now begin to find some of the more powerful objects to experiment with during your encounters. After obtaining the crystal sword, head for the second level of the Castle. The stairs are located in the northeast corner of the first level. The second level of the Castle has a couple of interesting things. If you answer the riddle correctly ("SHIELDS") you get a magic mouth which can be used to cast the SOSI spell. You must also obtain the silver square from the southwest corner of the dungeon. The access to this is from a teleport located towards the middle of the northern section of the dungeon. The portal to the third level is located in the northeast section of this level. The third level of the Castle contains the entrance to Kylearan's Tower and some interesting opportunities. The answer to the Old Man's question is "SKULL TAVERN." When you encounter the berserkers located at 12E 5N of this level, take advantage. They can be fairly easily defeated with the right magic spells. You should have at least two sorcerers capable of casting the MIBL spell. It also helps if your bard has a frost or fire horn to aid the others along. When you can defeat these guys easily, it is time to make another magic user. You can teleport from the Castle entrance, fight the berserkers, teleport back to the entrance, exit the castle, then do it again and again until your spells run low. At 60,000 experience points a crack, it doesn't take long to develop a decent magic user. After this, it is time to attempt Kylearan's Castle. When you approach, and fight the statue of a Mad God located in the southeast corner of this level, you will be teleported inside the gates of Kylearan's Tower. Kylearan's Tower After the battle with the Mad God and your subsequent teleport (you did have the eye in your possession), go one step forward, turn right, then kick the door down. You will then be entering one of the two most difficult mazes in the game. Most of it is in the dark and there are riddles that must be answered. Backup your character disk before entering this maze. Once you are in, watch carefully for teleports: they are everywhere. It is extremely important that you map this maze very carefully. After you have reached the antimagic square from wandering in a very small section of the dark, the next step forward is a teleport to 11E 12N. Explore until you find a magic mouth that asks you to "Name the one of cold, foretold twofold," The answer to this one is "STONE GOLEM." You will then be teleported again. After this, you will enter a very large, dark area. In order to get out of this, you must answer the question posed at 12E 2N which says, "Name the Endless Byway and your path will be guaranteed." The answer to this is the only street in Skara Brae with no end, Sinister. You then can map your way through a lighted section to another dark area. From this dark area you must obtain the Silver Triangle, located at the very north of the dark area. You can then exit the dark area, going south from 1E 6N. After this, you will face the Crystal Golem (did you bring the Crystal Sword?). You can defeat him with conventional weapons and spells, but somebody has to have the crystal sword or he will reappear to block your exit. At this point, you can exit the tower to refresh your players or continue on. If you exit, when you reenter you must again answer the endless byway question to continue. Upon reaching the end of the snaky road on the east side of the maze, don't go through the south door. Take the door that goes west. You will then enter several rooms with spinners and teleports that make finding your way almost impossible. The way past these is southwest. When you make it, you will be teleported to 14E 1N. It is then an easy stroll to meet Kylearan himself. He turns out to be the friendly wizard and gives you a key that allows you to get into Mangar's Tower. He then teleports you to the stairs exiting his tower. You no longer need the crystal sword or the eye, and you are now ready for Mangar himself. Mangar's Tower If you paid heed and followed the stairs from the bottom level of the Sewers, you will know how to get inside Mangar's walls. If not, go to the Wine Cellar, teleport your party 17E 16N 3D, and take the stairs up. Then turn right and kick the door in. You should be at the entrance to Mangar's Tower. Level one of Mangar's is fairly easy to find your way around in. Follow the teleports and walk around until you reach the magic mouth on the east side of the maze. What is tricky is that after leaving the magic mouth, you are now on level 2 of the tower. So be careful in mapping. Level two of Mangar's is again fairly easy (not even a warmup for level 3). From this level you must answer the question located at 4E 15N to obtain the silver circle. The answer to the question is "CIRCLE." You must then make your way to the stairs located in the middle of the southern side of the maze. Level three is the hardest maze of all, but by this time you must be getting really proficient at mapping. You must wander around this level and obtain quite a number of items. First of all, you should get the master key, for 50,000 gold pieces, from 19E 12N. This key allows you to enter Mangar's through the front gate, instead of from the Sewers. You must then find the clues to the seven words needed to access the fourth level of Mangar's. Gratefully, you can teleport into and out of this level of the Tower. After finding the clues, you can then speak the seven words to the magic mouth located at 10E 4N. They must be entered one at a time. The words are, "LIE WITH PASSION AND BE FOREVER DAMNED." Stairs will then appear at 3E 9N. This is the only way to obtain entrance to the upper reaches of Mangar's. The fourth level of Mangar's has only one tricky part. When you first arrive, you have a limited number of ways you can go. After reaching a certain point, located in the northeast corner of the level, doors appear everywhere. Don't be confused. Everything maps the same, it's just that doors are everywhere. Eventually you will find the portal to level five in the southwest corner of this level. Level five is the home stretch. This easy maze leads you to the lava pit in the middle of the eastern side of the maze. There you dive in and are teleported to 10E 6N. You will then find the march up the hall of harm to be fruitless if you didn't bring the three silver items along. If you have the silver triangle, silver square, and silver circle, a door will appear directly north of you. After passing through this door, cast your REST spell to restore everybody to health and proceed directly north to the final battle with Mangar. The final battle itself is a large disappointment as it is fairly easy to defeat Mangar and his vampires, and meet Kylearan again, who gives you 300,000 bonus experience points. After defeating Mangar, you can then proceed one more square north for the last question of the game. The answer is "SPECTRE SNARE," which you then receive (it is good for binding to your party any of your opponents in battle). THE BARD'S TALE is copyrighted 1985 by Electronic Arts and Interplay Productions. MAVIS BEACON TEACHES TYPING The full documentation, typed for DOC DISK NUMBER 6 by SEWER RAT. Thankyou to Manuel K. for the original instructions. IMPORTANT Before you can use MAVIS BEACON TEACHES TYPING, you must run the Installation Program. You will need a blank disk. This disk will be formatted and erased, so only use a disk you do not care about. To install the program, just follow this procedure : 1. Boot your ST from the disk labeled Disk 1. 2. Start the program called INSTALL.PRG by double clicking on its icon. 3. Follow the instructions on the computer screen. When you are done, you will have an installed DATA DISK. STARTING THE PROGRAM With ONE 3.5 inch disk drive : - Insert the disk labeled Disk 1 and turn on/reboot the computer. - When the desktop appears, double click on the icon labeled MAVIS.PRG - When the program asks you to insert the data disk, eject Disk 1 and insert your installed DATA DISK (see above). Click OK and wait for the remainder of the program to load. With TWO 3.5 inch disk drives : - Insert the disk labeled Disk 1 into the A drive. Insert the installed DATA DISK (see above) into the B drive. Then turn on or reboot the computer. - When the desktop appears, double-click on the icon labeled MAVIS.PRG and wait for the program to load. RUNNING THE PROGRAM The first dialog box has three choices : MEET MAVIS, HELP FOR NEW USERS and START THE LESSONS. To make a selection, simply point at the choice and press the left mouse button. - MEET MAVIS presents a guided tour of the program ; first time users should make this choice - Choosing HELP FOR NEW USERS demonstrates the context-sensitive help system and lets you see all the help topics for the program - The first time you choose START THE LESSONS, you will be asked for information about yourself and your typing abilities (See GETTING TO KNOW YOU below). MAVIS BEACON TEACHES TYPING keeps a list of all users and their progress. Mavis uses this information to identify you later on. GETTING TO KNOW YOU This is where Mavis learns your name, basic skills and interests. All of this information is important and must be entered : - Your name : Type in your first name. Then type the Tab key to move the cursor down, and type in your last name. - With the mouse, click inside the box next to your age bracket. - Click on the box that best describes your typing skill : - A beginner is someone who is brand-new to typing. - An intermediate typist is someone who is familiar with the layout of the keyboard, but perhaps doesn't know the correct fingering, and types less than 20 words per minute. - An advanced typist is someone who already knows how to type well and wants to work on improving speed and accuracy. - Practice time : The normal length of a session is 30 minutes, after which Mavis will let you know that you have worked enough for the session. If you would like longer or shorter lessons, click on the line showing 30 and enter the new time. When you have filled in all the necessary information, click the OK button to see the lesson plan for your first lesson! SIMPLE INSTRUCTIONS Once you have signed in, all you need to remember are three simple things : - MAVIS BEACON TEACHES TYPING has been designed for extreme ease of use. To learn how to type quickly and well, simply follow the suggestions Mavis makes on the CHALKBOARD by clicking in the box labeled YES, LET'S DO THAT. This begins a lesson. You may exit the program by clicking on the box labeled NO, LET'S DO SOMETHING ELSE and then choosing EXIT THE PROGRAM. - If you are unsure about what to do next, simply press the HELP key on the keyboard. This will bring immediate help information. You will also be able to select from the complete list of all help topics if you want more information. - Clicking the left mouse button will cause the MAIN MENU of choices to appear. Select any of the choices by pointing and clicking with the left mouse button. THE CHALKBOARD The lesson plan for the next lesson is always shown on the chalkboard. Read the suggestion carefully. You may accept the suggested lesson by clicking on YES, LET'S DO THAT on the lower left corner of the Chalkboard or view your options by clicking NO, LET'S DO SOMETHING ELSE. OPTIONS If you click on the button labeled NO, LET'S DO SOMETHING ELSE on the Chalkboard, a dialog will pop up which gives alternative selections to Mavis' current lesson. These alternatives may vary from lesson to lesson : - PLAY A GAME/DO A LESSON INSTEAD : If you like the Chalkboard suggestion, but would rather play a game or do a lesson (depending, of course, on the suggestion), make this selection. The game or lesson will begin when you make your selection. - MAKE ANOTHER SUGGESTION : This will cause Mavis to suggest the 'next best' lesson. A new chalkboard message will appear. - REPEAT ORIGINAL SUGGESTION : If you have chosen MAKE ANOTHER SUGGESTION, and then decide that Mavis was right all along, this button will restore the original Chalkboard message. - REPEAT LAST LESSON : If you have just finished a lesson, and feel you could do better with one more shot at it, this is the button for you. The lesson suggestion from the past lesson will be put on the Chalkboard again. - MAKE YOUR OWN LESSON : Making this selection lets you design a custom lesson for yourself. There are many choices in the MAKE YOUR OWN LESSON dialog box. Just click on the box of the choice you want to change. Here are your choices : - Lesson Type (Choose one). Choosing this makes the lesson either a GUIDED TOUR (Keys and Fingers) lesson, a KEYBOARD (Classroom/Workshop) lesson or a RACE GAME lesson. - Emphasis On. Speed or Accuracy : If you select one of these buttons, the lesson will be geared to concentrate on speed, accuracy, or general (both) - Lesson Text From. This choice determines where the lesson text should be drawn from. There are many choices, including the Guiness Book of World Records, Fun Facts, Fiction and others. One option (Keys : ...) allows you to type up to 10 characters which will be used to create a lesson containing a large number of these characters (You will be prompted for the characters later). You may even use text from your own text file (any ASCII file) by selecting the box labeled YOUR OWN FILE (In this case, a file selector dialog will appear when you click OK. Just choose the file you want to use). - Lesson Length. Either you or Mavis may choose the length of a lesson (a "word," when calculating typing lesson length, is 5 typed characters). You may change the lesson length by clicking on the "+" or "-" box. - Timed Lesson. This is a chance to give yourself an added challenge by selecting the number of seconds you would like your lessons to last. For example, you may choose to give yourself a two minute drill or even a five-minute workout. A value of 0 means the lesson will not be timed. Select the time by clicking on the "+" or "-" box. - Target Speed. This will set the speed of the metronome for a lesson or the pacer car speed for a game. If you do not set the speed, it will be set to a value close to your current average typing speed. - Text Format. This choice sets up the lesson for special modes of presentation : - Regular Drill : A standard drill exercise - Barrier Drill : Mavis puts up a "barrier" so that you can only look eight characters ahead. This helps develop "chaining" skills. - Transcription : The lesson will not appear on the screen. Instead, it will be printed on your printer and you will type the lesson by looking at the printed page. This is great practice for typists who will be doing mostly transcription typing. - Pattern Typing : Common letter patterns will be highlighted in the lesson. You must type the entire pattern correctly before moving on, or the cursor will move back to the beginning of the pattern. - Shift Key : Every word in the lesson will start with a capital letter. - EXIT THE PROGRAM posts a second menu, with the options QUIT and DELETE A USER. WHAT TO DO IN A LESSON When the drill or game starts, just follow the instructions. At any time, you may interrupt the lesson and bring back the MAIN MENU by clicking the left mouse button. The lesson will resume after you have finished using the MAIN MENU. THE MENUS Clicking the left mouse-button at the Chalkboard or in a lesson brings up the MAIN MENU. Here are the choices on this menu : - HELP will pop up an informative message. After you have read the help message, you can click on the DONE button to go back to what you were doing. Or, you can bring up the list of all help topics by clicking on the OTHER TOPICS button. - KEYS AND FINGERS is a great way to improve on your fingering technique. The keyboard comes up on the screen. Type any key and the "guide hands" show you the correct fingering. - LEARNING AIDS lets you see the "gadgets" used in the WORKSHOP such as the metronome, meters, clock and others. For each of your choices, there is a box under the heading AUTO. If this box is set, Mavis will decide how to set that gadget. You can uncheck any of the boxes, which will highlight the button to the right of it. By successively clicking the button under the label MANUAL, you can Typed by lowercase for the SEWER DOC series Emmanuelle Grab your joystick and GO! Emmanuelle has landed in Rio. This is where I'll start looking for her. I can move around as I see fit, using the regular air service lines, sea lines, or the private helicopters which some hotels will put at my disposal. I will certainly have to fight off jealous husbands and defend myself against all sorts of crooks. I am unarmed and will fight bare-handed. I must at all times keep a close eye on the three personal score counters which will affect my actions. MONEY There are numerous expenses and information is very expensive. I'll fill out my wallet at the casino, mixing business with pleasure. ENERGY I really must keep my physical efforts to a minimum (this includes pleasures of the flesh!!!) pparently there are potions which keep me going. EROTICISM My natural charm and my experience with women will come in very useful, but they won;t be enough. Only by keeping strictly to the three laws dictated by Mario will I be able to increase my erotic potential, the only thing which could attract Emmanelle to me. Women My experience has shown me that to establish any sort of contact you have to tell thgem what they want to hear right from the start. Many of them will help me in my search. They are all over the place, in the hotels, airports on the beaches in the casino.... Your aim is to take the same plane as emmanuielle withj an erotic potential of between 75% and 100%. The purse measures your money. Top value 25000 The champagne glass measure your energy on a scale of 1 to 100. You are allowed three full glasses. Your erotic opotential is represented by the lipstick on a scale of 1 to 100. You can buy things throughout the game Toucan 3000 1lift in a chopper 2000 1plane ticket 1000 1 drum 1000 Information about Emmanuelle 1000 1 cigar 500 Opera glasses 500 Information about Emmanuelle at the bar 500 Help from the porter 500 info from girls at bar 200 1 whisky 200 You are free tio go as you choose to any or all of the towns of Rio. Hotels You can explore the lobby take the lifts and inspect the floors and the keyholes Airports You can buy plane tickets here for other island towns..choosing Paris ends the game. Beaches Fun places..check out the sand and the water To go to a precise spot click the cupid pointer over it. Several objects are to be acquired for the smooth running of the game. Don't hesitate to pawn them to get what you want. Beware pick pockets (in the town) Good luck!!! In accordance with our policy here at SEWER SOFTWARE we've included these DOCs despite not yet having seen the game on our ST's (it HAS been released). I've played the AMIGA version a fair bit and if the ST version is as good, then it will be worth waiting for! In editing the text I've had to query some keys - (does your ST have an AMIGA key??), but otherwise the gameplay etc should be identical. If you plan to print this lot out, make sure your ribbon has got plenty of life left...this DOC stretches to 60k! Happy Driving!! Sewer Possum DRIVER'S REFERENCE GUIDE TO FERRARI FORMULA ONE BACKUPS You can make as many backups of the Ferrari Formula One master disk as you need, but you will be prompted to insert the master disk for a brief verification before the game starts. Important: Your backup disks cannot have the same name as the master disk. Use your standard copy method to make a backup of the Ferrari Formula One master disk. If you want to get right to the track, without learning to use the advanced features of the simulation, then read the next section entitled, "Going For A Lap." For detailed information about setting up your car and racing the Grand Prix circuit, read the manual when you finsih with this reference guide. GOING FOR A LAP To begin racing quickly, let the Ferrari Formula One theme music finish, and the demo begin. The demo begins briefly at the paddock area of the Fiorano test track, then goes to the transport screen, where you'll see your racing team and equipment fly to the first race of the season at Rio. Next, the paddock area of Rio will appear briefly, then you'll go to the cockpit level view of the cars lined up on the grid ready to start the race. When this screen appears, press any key to take the wheel of the Ferrari under your control. Race information such as the current flag, lap and lap time appears in the upper-right corner of the screen. You may want to watch a lap or two of the demo before you take control, because once you press a key, you'll have only a moment before you get the green light to begin your race. If you let the demo run through to the end, the race results screen appears. You can then continue the season if you want to. Read "Race Control" later in this guide for more information about continuing a season and using this control panel. CLUTCH - When you hold down both mouse buttons, it's equivalent of holding in the clutch and revving the engine. When you get the green light, release the left button and you'll surge forward with the pack. STEERING - You control your Ferrari using the mouse. Place your hand on top of the mouse, and pretend that you're placing you hand at the top of the steering wheel. Move the mouse slightly to the right to steer right, and slightly to the  left to steer left. The Ferrari is very responsive, so don't oversteer. The right mouse button is the accelerator and the left is the brake. You can race in only one direction - you cannot make a U-turn and race in the opposite direction. SHIFTING - The demo automatically puts you at the beginner driving level. At this level you don't have to worry about shifting gears - it'll happen automatically. At more advanced levels, you'll use the keyboard to shift gears. See the "Keyboard Shortcuts" section at the end of this guide for keyboard equivalents. CURVES - Take curves cautiously at first. It's very easy to oversteer or understeer and wind up on the pilings. Let up on the accelerator going into the curve, use the brakes if you have to, and accelerate out of the curve. You'll notice as you race that in certain areas you'll pass a sign post, then a series of smaller signs, on either the left or the right side of the track. These signs are "brake markers" and indicate when you're approaching a curve. The brake markers will be on the left when you're approaching a left curve, and on the right when you're approaching a right curve. FINISHING - Your first race runs for three laps. At the end you receive a breakdown of how you did against the other drivers. Your driver number is 28, and your initials are "S.J." (you can change these later, of course, see "Race Control" below). Click the green "Accept" button in the upper-left corner of the screen when you are finished reading the standings, and you'll go to the pit. SELECTING SCREEN REGIONS Once you're in the pit, you should go to the track's paddock area. You do this by clicking a certain onscreen region of the pit that will take you to the paddock. The pit contains regions in which you can click to do other functions. For instance, click and hold down either button on a gray area of the pit floor. Continue to hold down the button and move the pointer around the screen. As the pointer passes over "hot spots," it will change into an icon that represents the function you can perform by clicking that spot - but nothing will happen until you release the mouse button. The icons for the various screen regions are also located in the manual. If you want a detailed explanation for a particular icon, simply look for the icon in the manual, and read the adjacent section. THE PADDOCK - You can learn more about the pit by reading about it in the manual. For right now, return to the track paddock by clicking the Ferrari placard near the upper-right corner of the screen. After a moment, the track paddock appears. Click the bare area of the track, hold down either mouse button, and move the cursor around the screen to locate all of the hot spots identified in Figure B below. RACE CONTROL - When you locate the Race Control spot (a checkered flag icon) release the mouse button to select it. The Race Control panel that appears is your key to controlling many aspects of Ferrari Formula One. For instance, click the track icon on the panel, and a requester appears that contains all of the tracks from the 1986 Formula One World Driving Championship. The second track in the season, Jerez, is currently selected. Read the next sections about entering your name as a driver, and about saving and loading seasons before you begin the season. If you feel that you need more driving practice, and would like to experiment with configurations click FIORANO to return to the Ferrari test track; notice that this also resets the date and time to the beginning of the season. Click the green "Accept" button to confirm your track selection. DRIVER NAME - Click the driver's helmet icon on the Race Control panel. Enter your name in the "Text Entry" box of the requester, and click the Accept button or press Return to confirm your name as a driver. Now click the Accept button on the Race Control panel to go to the paddock of the track you selected from the track requester in the previous section. If you're going to begin a season, you should probably read "Your First Race" in the manual. If you're going to Fiorano, then read "Fiorano - Launching Your Career" in the manual for a detailed description of the Ferrari test track. KEYBOARD SHORTCUTS 0-9..............Controls turboboost. 0 is off, and 9 is full power. Remember, turboboost increases wear and tear on your engine and fuel consumption - especially important since you can't refuel during a race. ESC.............Pauses the action. Press again to restart. K...............Kills the engine and tows you to the pit from your current location on the track. Using the Kill command disqualifies you during a race! Lft-Alt.........Downshift. Only operates if you are playing at Formula One RT-(???) (F1) difficulty level. Lft-Alt.........Upshift. Only operates if you are playing at Formula One Rt-Alt (F1) difficulty level. P...............Go to the pits while racing in Passenger mode. SAVING/LOADING SEASON STANDINGS You'll need a formatted, blank disk in order to save your season standings. Please refer to your Introduction to ST manual for instructions on formatting disks. SAVING - Use the following steps to save your season standings to disk: 1. Bring up the Race Control panel and click the trophy icon to open the Save/Load requester. 2. Click the button for the disk drive you want to save to (A =internal drive, B =external drive). NOTE: If you have only one disk drive, eject the Ferrari Formula One disk and insert your blank, formatted disk. The drive button and the text entry box will not operate if the disk is locked or too full to save to. 3. In the File Requester, click the icon where the arrow points towards the disk. 4. Now click the "Text Entry" box and type in the name of an existing file in the requester. 5. Click the green "Accept" button to save the file. You can save only race statistics. You cannot save the qualifying times and pole position you achieve before the actual race. LOADING - Use the following steps to load saved season standings: 1. Bring up the Race Control panel and click the trophy icon to open the Save/Load Requester. 2. Click the button for the disk drive that holds the file you want to load ( A =internal drive, B =external drive). NOTE: If you have only one disk drive, eject the Ferrari Formula One disk and insert the disk containing the file. 3. Now click the name of the file you want to load. 4. Click the green "Accept" button to load the file. Once the file is loaded, you can resume your season right where you left off. FERRARI FORMULA ONE MANUAL CONTENTS How to start your engines!................................................1 How to use this manual....................................................1 About the Grand Prix and this simulation..................................2 Fiorano - Launching your career...........................................4 Who's Mauro?..............................................................5 Map of Fiorano............................................................6 Setting Up Your Ferrari...................................................14 Testing Your Car..........................................................24 Transport.................................................................28 Your First Race...........................................................30 Competition Track Layout..................................................30 The Grand Prix............................................................31 Returning to Fiorano......................................................34 Where to go from here.....................................................35 APPENDIX A - 1986 SEASON SCHEDULE.........................................36 START YOUR ENGINES! Grand Pris/Formula One racing is one of the most exciting sports in the world to be a Grand Prix driver, you must not only have a mind like a computer and reflexes like a mongoose, but you must also be an expert on racing technology and an excellent business manager. Ferrari Formula One brings all of the depth and excitement of the Grand Prix race circuit to your computer. You'll have plenty of races to run, but you'll also have a pit crew to manage, a Ferrari Formula One 1986 (F186) race car to modify and test, deadlines to meet, and schedules to keep. But all of this is only for those who want to run the full simulation. If you just want to get behind the wheel of a Ferrari (the most successful Grand Prix racing team in the world), then you can do that as well. HOW TO USE THIS MANUAL This manual is designed so that you can use just as much of it as you want. It covers everything about the Ferrari Formula One simulation, from Formula One World Driving Championship rules, to travelling to and competing in your first race. However, if you want to simply drive without worrying about schedules and your season standing, then you probably don't need to read this manual. Just take a moment to carefully read the Driver's Reference Guide. It provides everything you need to get started quickly including how to control your Ferrari, the specific features and keyboard shortcuts for your computer, and other information you'll probably wnat to keep handy as you race. And because Ferrari Formula One is available on a number of different computers with differing capabilities, some of the features and functions described in this manual may be different on your computer. The Driver's Reference Guide will help you deal with those differences as well. ------------------------------------------------------------------------------- We'll use this type of note to call your attention to important information throughout this manual. ------------------------------------------------------------------------------ ABOUT THE GRAND PRIX AND THIS SIMULATION There are a lot of rules in Formula One World Driviang Championship racing. The majority of Formula One rules apply to car design and specifications. You won't need to worry about these rules too much because Ferrari Formula One won't let you modify your car beyond the parameters laid down by Formula One rules. In other words, Ferrari Formula One lets you make adjustments to your F186 (like changing the attack of the wings), but you won't be able to alter the car's structure (like making the wings larger), because this is against Formula One rules. The Grand Prix race season consists of a series of races, each at a different track. Each race consists of: Practice One (P1), in the morning, two days before the race. This is where you get acquainted with the track and your opponents. Qualifying One (Q1), in the afternoon, after P1. This is the first real competition of the race. In qualifying you're competing with the other drivers for the best grid position for the start of the race. Your starting position is based upon your best lap time during qualifying. You'll want to adjust your car radically and push it to its limits. Practice Two (P2), in the morning of the day before the race. Continue to familiarize yourself with the track and prepare to improve your time for the second qualifying session. Warmup, on the morning of the race. This is a 30 minute session in which you'll make a final inspection of the track, and your opponents' strengths and weaknesses. Take it easy on your car during the warmup race - don't take the risk of destroying your engine before the race even starts because you probably won't have time to replace the engine before the race begins. ------------------------------------------------------------------------------- Track testing time is probably your most limited resourse during a Grand Prix. In a little over four hours you must: Learn the track and its layout. Find the fastest setting for the Qualifying sessions. Secure a good grid position. Find the best combination of speed and endurance for the race. Find the fuel economy that will let you complete the race. Make sure that you spend time driving your car in race trim. The wrong time to find the right settings is after the green flag drops. ------------------------------------------------------------------------------ Race, with your car tuned to the best balance of speed and endurance, this is where you'll engage in competition for the race trophy. A Grand Prix race normally lasts two-hours or about 315 kilometers, whichever comes first, but you can use the race control (described later) to select races as short as 2-5 laps (about 18 kilometers). If the race doesn't run the full distance within tow hours (or the time limit for a shorter race), then the lead car is the winner. Unlike the practice, qualifying, and warmup sessions, you can't refuel during the actual race. Ferrari Formula One, the simulation, operates just like the Grand Prix race circuit in the real world. The moment you boot the program the clock starts ticking. You must get yourself and your car into shape in time to transport yourself, your equipment, and your crew to the first race of the season. Car repair and travel time is accelerated, but all other aspects of Ferrari Formula One are in real-time. Furthermore, if you damage your car before, during, or after the race, you'll receive a time penalty in the amount it would really take to put your car back in working condition, or your body back in shape if you were injured in the crash. A really bad crash may put you out for the rest of the season. FIORANO - LAUNCHING YOUR CAREER Fiorano (pronounced FEE-OH-RON-OH) is your home base and test track. Fiorano has all the facilities you'll need to coax the best performance out of your Ferrari and to hone your own driving skills. And your crew chief is always available to help you make the setup decisions that can determine race outcome. WHO'S MAURO? Mauro is your computerized crew chief who's always available when your car is in the pit or garage. Select the toolbox to get Mauro's suggestions on car adjustments. When you select the toolbox, all the control panels for your Ferrari will open. Solid squares highlight Mauro's suggested settings just as if you had selected them yourself. If Mauro's settings are the same as the current settings, only Mauro's settings will show on the control panel. When you are playing at F3 level, Mauro's settings automatically take effect each time you go to a new track. ------------------------------------------------------------------------------ After you have driven the car, some of the current setting squares may be partially blacked-out, indicating wear. A solid black square means that component is no longer operational. ------------------------------------------------------------------------------- MAP OF FIORANO The Fiorano paddock is made up of seven different areas. You can get to the differnt areas of Fiorano by selecting one from the paddock screen. See the Driver's Reference Guide to learn how to select screen areas on your computer. Fiorano paddock is very similar to the paddocks of the competition tracks, except that it has some additional facilities that you won't find at the competition tracks (see "Competition Track Layout" under Your First Race for more information on competition tracks). The following sections describe each of Fiorano's areas in detail. This is where you pick the race settings such as track, session, race length, and driver name. The race control panel appears when you select the second floor race control building. You can use the date and time controls, or the track and session controls to quickly advance a race season if you are trying to run a season from start to finish. When you choose the track control, a list of the various race tracks appears for you to choose from. Choosing a track resets the clock, calendar, and session control to the first session of that race. The session control changes the selected session and resets the clock and calendar for that session. you'll notice that once you pass the last session of a race, the session control also switches the track control to the next race of the season. ------------------------------------------------------------------------------ Unlike the transport trucks, selecting a new track or session from the race control panel sets the clock and calendar ahead to the day of the current track session. This means that you can use it to skip races. But if you are keeping a record of your season standings, you won't have scores for the races you've skipped. Also, if you use the race control to go back and repeat a session, you'll forfeit your accumulated season standings. ------------------------------------------------------------------------------- The skill level control lets you set Ferrari Formula One's difficulty from Formula One (F1 - the hardest) to Formula Three (F3 - the easiest). The harder the skill level, the more skillfully your opponents will drive and the more likely that wear and tear will cause a mechanical failure in your car. At the F1 level, you must also shift gears manually (see the Driver's Reference Guide for information on manual shifting). The P in the skill level area of the control panel lets you leave the driving to us so you can view the race as a passenger. (But you still call the shots when it comes to car repairs, even though you're only a passenger during the race.) The driver control lets you enter your own name as a driver for the season. The name you enter here will appear before your score on the season standings screen. The trophy control lets you save your current season to disk, or load another season from disk. You'll need a formatted/initialized, blank disk in order to save your seasons. See the Driver's Reference Guide for more information on saving your season statistics, and see your computer's users' manual for instructions on formatting or initializing blank disks. GARAGE The garage is where you'll adjust your Ferrari's major systems before you take it out to the test track or to a race. Select the garage building to enter the garage. Figure 5 shows the inside of the garage and the eight screen areas you can select for garage functions. See the Setting Up Your Ferrari section below for more detailed information on using the garage. The dyno room is also located in the garage (at Fiorano only). See "Dyno Room" in the Testing You Car" section below for a description of, and information on using the dyno room. WIND TUNNEL The Fiorano wind tunnel is where you'll learn to make adjustments to your Ferrari's wings, and then test to make sure your adjustments are aerodynamically sound. The adjustments you make to your Ferrari's wings affects the way the car handles on the track, so the wind tunnel plays an important part in developing a winning Ferrari. Select the wind tunnel building to put your Ferrari in the wind tunnel. Figure 6 shows the inside of the wind tunnel and the controls you can use. See "Wind Tunnel" in the Testing Your Car section below for more detailed information on using the wind tunnel. PIT The pit is the place where youfine tune the major adjustments you performed on your Ferrari in the garage. You can select the pit building to put your car directly into the pit from the paddock, or if you have a problem on the track, just pull off the right side of the trace after the start/finish line (the area without a curb) into the pit and ask Mauro's advice. The pit has most of the features of the garage except for the dyno room, the engine crane for changing engines, and the ability to change gear ratios. The dyno room is available only at Fiorano. In the pit, however, you can also adjust your car's wings, refuel (except when Formula One rules prohibit it), and see your current lap times and the weather conditions on the scoring monitor. During competition, you can also use the scoring monitor to see the overall race scoring. When you're done in the pit you can return to the track by selecting the Ferrari's cockpit. Figure 7 shows the inside of the pit and the nine screen areas you can select to use its various functions. See the Setting Up your Ferrari section below for more detailed information on using the pit. TEST TRACK ------------------------------------------------------------------------------ Your pit crew's accurace and speed will vary depending on whether you're in the garage or the pit, and depending on whether you're practicing, qualifying, or racing. ------------------------------------------------------------------------------ When you have your Ferrari set up in what you think will be a winning configuration, it's time to take to the test track to see how she performs. There are no other cars on the test track except yours, so this makes it a good place for you to learn to drive at high speeds. Select the car that's lined up on the track at the bottom of the paddock screen, or the cockpit of the Ferrari in the pit to move onto the track. See the Going for a Lap section of the Driver's Reference Guide for more information on getting behind the wheel of your car. SEASON STANDINGS Season standings is housed in the building directly below race control and shows your overall season standing. Figure 8 shows the season's standings. You can save your season standings screen to disk and view them again later using this screen (see your Driver's Reference Guide). During the 1986 season, the season score for a driver was calculated by using the 11 best scores out of all 16 races. The driver gets a certain number of points per race, based upon his finishing position. Table 1 shows the correlation between points and finishing position. TABLE 1: POINTS POSITION 9 1st place  6 2nd place 4 3rd place 3 4th place 2 5th place 1 6th place TRANSPORT The transport trucks take you to the competition track of your choice, and advances the clock for the amount of time it takes to travel there. The transport trucks let you travel to tracks early or between races during the season so you can log extra test time. For instance, if you select the transport trucks in January at Fiorano and choose Rio, then you'll arrive at Rio two months before the race, which begins on March 19th (see" Appendix A - 1986 Season Schedule"). You can still do practice laps even though the track is closed. When you select the transport trucks, a world map appears that shows your current location and all the other track locations. Weather icons appear near each track location to show you the weather conditions there. If you're testing your car or practicing between races, you can use the weather icons to select the weather conditions of your choice. Select a track and you'll see the route marker appear as you travel. The weather conditions you see on the map are for the current day, and may change in the time it takes you to travel to your destination. SETTING UP YOUR FERRARI Now that you've seen how to navigate through Ferrari Formula One, it's time for you to start thinking about getting your car ready for competiton. Your Ferrari is basically composed of five systems: engine, gearbox, tires, suspension, and wings. You should look at track conditions to determine the best way to adjust your car's systems. For instance, you'll pick rain tires for a wet track, and slicks for a dry track. You'll also need to adjust the gearing and wings differently if a track has a lot of curves, or a lot of straights. You can tell when a system is worn, damaged, or completely destroyed by the amount of filling in the system's control box. A brand new system has a solid, completely filled control box, while a destroyed system has an empty control box. The amount of time it takes you to repair one of your car's systems will be subtracted from your game time. The following sections explain how you adjust, repair, or replace these systems, and the theories and concepts you should be aware of as you work with them. ENGINE Your Ferrari's engine is a V6 Turbo that delivers up to 1,000 horsepower at 11,000 rpm; it's one of the highest revving turbo-charged engines available. The engine itself is made up of five sub-systems that you repair or replace with the engine control. Just select the system you want to repair. The time it takes to repair the engine sub-system varies according to the amount of damage it has taken, and when and where you make the repair. The engine life and fuel level indicators display engine age and the amount of fuel only - you can't adjust their status with the engine control. Engine life is a strong determining factor in engine performance. An average time for engine life in the Grand Prix circuit is roughly six hours, with a maximum life of 12 hours. This is when you'll get the optimum performance out of the engine. Luckily, no race will ever last that long, but you'll use up some engine life by burning it in during a pre-race warm-up. You'll see how engine life affects performance when you learn to use the dyno room in the next section, Testing Your Car. ------------------------------------------------------------------------------- Formula One racing is one of the most expensive forms of motor racing in the world. Car chassis are constructed from exotic materials such as carbon fiber, and front line drivers can make more than three million dollara a year. Engines can cost in excess of $60,000.00 dollars apiece, and drivers will generally use three engines during a Grand Prix (one for each Practice/Qualifying day, and a third in race configuration). ------------------------------------------------------------------------------- The time on the engine increases the longer you run the engine. Using the engine crane in the garage resets your engine's life to 0 - the equivalent of replacing your old engine with a new one. The only time you can replace your engine is when your car is in the garage. This means that you can't replace an engine once a race has begun, because leaving the pit to return to the garage is the same as dropping out of the race. If you lose an engine during a race, you may as well head for the next race in the season. FUEL LEVEL shows the amount of fuel left in your tank, in liters (195 maximum, according to 1986 rules). Your Ferrari's fuel consumption is affected by other factors such as engine life, engine ROM's, turboboose, and wing settings. For instance, the older an engine gets, the less efficiently it will use fuel. Read the section on engine ROMs and turboboost below for more information on those systems, see the "Tires" section for more information on tire compounds. Using the fuel can in the pit during testing, practice, or before qualifying fills your Ferrari's tank. The amount of fuel will usually be less during qualifying runs so your car will be lighter and faster. The amount of fuel will also be less if you are running a race that is shorter than a regulation race. Because Grand Prix rules don't allow refueling during a race, the fuel can is removed from the pit during an actual race. OIL SYSTEM is affected by engine life, temperature, ROMs, and turboboost. Oil pressure is measured in bars (a bar is approximately 14.7 psi - pounds per square inch), and has a maximum level of 9.0. Pull into the pit and fix your oil system immediately if the oil or temperature indicators drop below half during a race (see Driver's Reference Guide for cockpit controls and indicators). High oil pressure is good, low oil pressure is bad. COOLING SYSTEM and the oil system are closely interlinked. The lower you let your oil pressure get, the higher the water temperature will go. Engine temperatures will also rise if you've been racing hard with a high turboboost setting, or running a very lean mixture (see "Engine ROMs System" below). ELECTRICAL SYSTEM provides the power which is essential to your Ferrari's ignition and fuel injection systems. Because these systems are drawing full current during a race, there is a continual drain on your electrical system. If your electrical system fails during race, so will your engine. FUEL INJECTION/IGNITION COMPUTER ROM SYSTEM regulates your engine's fuel-air mixture and igintion timing. ROMs (Read Only Memory) are computer chips that are installed in the engine to tell it how to regulate the fuel to air ratio. The program contained in a ROM chip, and your turbocharger setting, determines the horsepower output, power curve, fuel economy, and wear characteristics of your engine. The ratio of fuel to air affects the temperature at chich the fuel burns, and the energy it provides. A rich fuel to air ratio burns more fuel than a lean mixture. A leaner mixture provides more horse power, but makes the engine run hotter, work harder, and makes it more sensitive to excess turboboost. A richer mixture is more conservative on the engine, and lets you use more boost from the turbocharger, but consumes fuel more rapidly. Typically, you'll want a lean mixture during a race to conserve fuel, and also because burning more fuel with a rich mixture doesn't necessarily increase horsepower. The A-ROM is the leanest mixture, while the F-ROM is the richest mixture. The Q-ROM is an extremely rich mixture that you should use only in qualifying races. ------------------------------------------------------------------------------- You can see just how the various ROMs and turbocharger settings affect your engine's performance in the dyno room. See the "Testing Your Car" section for more information on using the dyno room. ------------------------------------------------------------------------------- TURBOCHARGER SYSTEM is a collection of components that increases the engine's horsepower by literally stuffing more air and fuel into the engine. A small turbine, placed in the flow of the engine's exhause, spins an impeller that pumps pressurized air into the engine. The extra air forces the fuel injection system to balance the mixture with more fuel, thus greatly increasing the potential energy in the cylinder. But, as you might imagine, an increase in turboboost also increases the engine's fuel consumption. An F186 in qualifying trim won't win any fuel economy awards. Turboboost is measured in bars (a bar is approximately 14.7 psi - pounds per square inch). The higher you set your turboboost, the more pressure you're putting on your engine. Thus turboboost and engine wear have a direct correlation. If you run a high turboboost setting for long periods of time, you increase your chances of blowing the engine - especially at skill levels above F3. But the temptation to use full turboboost is always great because the turbocharger can boost your Ferrari's overall horsepower by 100%, thus increasing your top speed dramatically. If the turbocharger system sustains damage, use the control in the engine control panel to repair it (the amount of time it takes to repair will depend on the extent of the damage). If you should happen to blow your engine during a race, then you'll lose the race. GEARBOX Use the gearbox control panel to adjust your Ferrari's gear ratio in response to track conditions. Short gear ratios provide fast acceleration, but lower maximum speed. This means that you should use a short gear ratio for slower trcks with tight turns - so you can accelerate quickly out of the turns. Long gear ratios provide slow acceleration, but higher maximum speeds. This means that you should use a long gear ratio for straighter tracks where you can go fast for longer periods without slowing for curves. Also be aware that shorter gears cause higher engine revs, and thus, greater fuel consumption. For some races you may want to use a longer gear to help conserve fuel. TIRES Almost no other area has improved as much over the years as the performance of Grand Prix tires. Cornering forces can reach better than three G's (forces of gravity). Tires have become highly specialized for their specific duty, and are categorized by their compound (the rubber composition that gives the tire its performance characteristics) and tread design (the grooves cut into a tire based on track conditions). For instance, there are different tire compounds and tread configurations for wet and dry weather, or for hot and cold weather. Typically, wet weather tires are the only types that are treaded. Dry weather tires have no treads, and are referred to as slicks. The goal in picking tire compounds is to get the best grip, and thus, the best lap time. The basic rule of thumb is: the softer th tire compound, the faster the lap time; but the greater the wear on the tire. This means that you should atempt to find a happy balance between lap time and tire longevity. Choosing the appropriate tire compound is extremely important to the success of your race. Each tire of the Formula One car is subjected to its own distinctive form of stress, so you may have to pick a different tire compound for each tire of the vehicle. Your choices should be based upon the layout of the track, the weather conditions, and the track session you're competing in. Your goal is to pick tires that will become just the right temperature during the race so you'll get good grip on the track. If a tire stays too cold, it won't get soft enough to grip. If it gets too hot, it will smear, become sticky, and deteriorate faster. Let's say that you're racing on a track which has a lot of right-hand turns. You would probably want to select a hard front-left compound, a fairly soft front-right, and two medium-hard rear tires. The hard front-left compound willhelp the tire hold up under the punishment it will receive in all of those right turns, while the soft front-right compound will help provide additional grip. The medium-hard rear compounds will help the rear tires survive the fast acceleration out of all the corners, but since the compound is only medium-hard, it will also provide better grip than a very hard compound. Three completely differnet compounds on the same car are quite common in Formula One racing. The tire control in the garage and the pit gives you six tire compound/tread combinations to choose from. The arrows at the top of the compound columns point to a tire on the car in the following order from left to right; right-front, left-front, right rear, and left-rear. The temperature for that tire appears at the top of the tire control when you select one of the arrows. Table 1 lists the compounds, their types, and their degree of firmness. ------------------------------------------------------------------------------- Remember, letting your tires get too hot makes them deteriorate faster and reduces their grip. You can monitor tire wear during a race by watching the movement patterns on the tires - they'll change pattern as they get hotter. (You can watch the rear tires in the corners of your rear-view mirrors.) If you see that the tire(s) are wearing too fast, slow down to conserve them. You'll lose some lap time, but it's sometimes better than pulling into the pit for a complete tire change. ------------------------------------------------------------------------------- TABLE 2: Compounds, Types and Firmness ----------------------------------------- COMPOUND TYPE FIRMNESS ---------------------------------------- SE Qualifying Very Soft SA Race A Hard SB Race B Medium SC Race C Soft RG Rain Qual. Very Soft/Tread RE Rain Race Soft/Tread ---------------------------------------------- Rain tires are the softest compound, are water compatible, and they are treated to help prevent hydroplaning. The rain compound lasts only so long as rainwater acts as a coolant for the tires during the race. This means that they'll deteriorate rapidly on a drying track. The ideal situation is to have all four tires reach their best gripping temperature at full speed. Although you can reduce tire temperature by varying your driving tactice, remember that this usually means slower lap times. Of course, losing a little time to let the tires cool off is better than losing your first place slot if you have a narrow lead. It takes less than 15 seconds to change the tires in the pit, but when you add the time it takes to decelerate into and acceleration out of the pit, you'll lose about a minute. ------------------------------------------------------------------------------- Qualifying tires provide great grip because they are so soft, but they deteriorate fast. They're designed to be destroyed because you need fast lap times while qualifying, and you can usually afford the time it takes for a tire change during qualifying runs. ------------------------------------------------------------------------------- SUSPENSION Your Ferrari's suspension system works in tandem with the wings and tires to help provide the best handling characteristics. You should adjust the suspension system in response to your own driving habits as well as to track conditions. The suspension system has a drastic effect on whether your car under or oversteers. Understeering is when you go into a turn and the front tires break traction first, causing them to wash-out (continue straight even though they're turned). Oversteering is when the rear tires break traction first and make the car fishtail or, in the worst cases, spin-out. Firm suspension provides less sway, but is less forgiving of road inconsistencies and will break traction faster. Soft suspension has the exact opposite effect. For instance, firm rear suspension and soft front may make the care more likely to oversteer; i.e., the rear tires may break traction first and the car may fishtail or spin-out. When you're adjusting your car's suspension, take into account whether the track is twisty or fairly straight, and wheter it's wet or dry. Also, the F186 has a natural tendency to understeer, so calculate this into your adjustments. Finally, you must also consider your own driving habits. For instance, if you like to take corners at high-speeds with little or no braking, then you'll probably want to use firmer rear suspension to make the car oversteer slightly. But keep in mind that the car is more likely to break traction and go into a skid if you have to use the brakes too heavily into a turn. you should also take your tire and wing setting into account when adjusting the suspension. If you're using a soft tire compound, and wing settings that provide less of downfouce (see "Wings" below), then you can probably afford to use a firmer suspension system. WINGS Next to proper tires, you car's wings are the next most important factor affecting how the car handles on the track. Your Ferrari's front and rear airplane's wings operate exactly like an inverted airplane wing. While an airplane's wing provides life, your Ferrari's wings are turned upside-down so they provide downforce. Essentially, they push your car down onto the track to provide better grip around corners and other areas where you might lose ground. The wings also help compensate for under/oversteer which was discussed in the last section, "Suspension." The higher you put the rear edge of the wing (or the greater the angle of attach), the more downforce it provides when the car moves forward. But this also creates more drag, which hinders the car's forward motion, and this, its acceleration. Your job is to find a happy medium between downforce and drag. But remember that the effect is exponential with speed; that is, the faster you go, the less wing you'll need to create the downforce, and straigh line acceleration versus cornering speeds. Wing Control is used to adjust your car's front and rear wings. Like all the other components of your Ferrari, the way you adjust your wings depends upon track conditions. On a very twisty track, you might have to sacrifice some top speed (because of increased drag) in order to get a lot of cornering performance (because of increased downforce). On a track with a lot of straights, you might sacrifice speed (because of decreased drag). You can see the way wing adjustment affects downforce and drag by testing your car in the wind tunnel (see "Wind Tunnel" below). TESTING YOUR CAR Before you leave Fiorano for your first race, you should test your car using Fiorano's test lab facilities to learn exactly how your adjustments affect your car. The following sections describe each of Fiorano's test labs and how you should use them. DYNO ROOM By adjusting the various controls in the dyno room you can quickly see how engine performance is affected at various speeds (RPM) by the age of the engine (HRS), turbocharger settings (BST), and the ROM type. In all likelihood, the fuel effenciecy in an older engine won't be nearly as good, and other factors such as the cooling and electrical systems will be less efficient also. The performance graph below the engine control shows the way in which increasing the output of one engine factor decreases or increases the efficiency of another. For instance when you increase turboboost (the BST control), horsepower (HP) and engine torque (TORQ) increases but fuel efficiency (FUEL) drops. Try increasing the engine age with the HRS control and see what happens to the engine's performance (once you age an engine with the HRS control, you cannot make it young again; you must use the engine crane in the garage to install a new engine). Note also, the RPMs at which your engine reaches peak performance in its current tune. you shoul try to shift at this RPM if you use the same engine turn on the track. WIND TUNNEL The wind tunner is where you see how your Ferrari's wings affect downforce and drag. Use the wing control panel to adjust the angle of attack of the car's wings, then use the airspeed control to increase the speed of airflow across the wings. The performance graph below the wing control shows you how downforce on the front and rear wings, and the overall drag will increase as the speed of your car increases. Your goal is to find the greatest increase of downforce with the least drag at the highest wind sped. Naturally, this all depends on race track conditions - your wing settings will probably be different for every track. TEST TRACK The Fiorano test track is where you measure the F186's performance after making all your adjustments in the garage and pit. You should also work ot hone your driving skills here before an actual race. In particular, practice braking into corners from high speed since this is typically where new drivers are overtaken by experienced Grand Prix race drivers. The most common tactic is to configure your car so it understeers into the corner, and oversteers out. You achieve this with a fine balance of wing and suspension settings. There are two schools of though on the best way to negotiate a corner; the traditional method, recommended by Jackie Stewart and others; and the friction circle method, pioneered by Mark Donahue. Using the friction circle method, you brake to the apex of the turn, and accelerate out. Using the traditional method, you brake into the beginning of the turn, then accelerate all the way through the apex and out of the turn. Use whichever method feels right for you. Your main objective on the test track should be to increase your lap time and your car's performance. pull into the pit after every few laps and check your car's systems for wear and tear, and check the race monitor for your lap times. If it looks like some of your car's systems are really taking a beating after only two or three laps, try driving more conservatively. Be prepared for longer lap times though. If after two or three more laps your car is still taking a beating, you should make some adjustments to those systems that are't holding up well. SCORING MONITOR The scoring monitor in the pit at Fiorano shows a lot more than just your lap times. There are sensors at every turn of the test track that record exactly how you performed during a given lap. Click the button next to the lap time you want to analyze, and the scoring monitor will show you the times recorded at each sensor. Using the information gathered by the sensors around the test track, you can isolate and work on the areas of your driving that need improvements. The scoring monitor during a race shows the current status of all race participants, ranked by position. You can see what lap the other drivers are on, their times, and whether they're on the track or in the pit (a "P" appears next to the name of drivers who are currently in the pit). The time shown for each sensor location on the race monitor indicates the time it took you to reach that sensor from the last, and the total lap time up to that point. Compare the numbers with previous laps to note your improvement (or lack of improvement). ------------------------------------------------------------------------------- Smoothness and consistency are the keys to turning fast lap times. The greatest cornering forces occur furing the transition from braking to acceleration as the weight of the car is magnified by momentum. If you can make a smooth transition, you can reduce the impace of the transition. Consistency lets you avoid problems and execute the most important of all racing strategies - finishing. The more control you maintain, the closer you can drive to the car's limits. ------------------------------------------------------------------------------- TRANSPORT When you feel confident in your car and your capabilities as a driver, it's ime to head for your first race of the season (see "Appendix A - 1986 Season Schedule" for race dates). The first race is held at Rio, on March 23rd. If you have spent enough time testing and practicing at Fiorano for the game date to almost reach the date of the first race, you can take the transport trucks there. Using the transport trucks to get to another track sets the game clock ahead only for the amount of travel time it takes to get there from your current location. This means that to get from Fiorano to Rio in time for the race you should leave Fiorano no later than March 19th. ------------------------------------------------------------------------------- The difference between using the transport trucks and the race control panel to go to races is that the transport trucks simulate real-time in the game, while the race control panel lets you advance the game clock and skip ahead to where you want to be. You can use the race control to skip over the sessions except the race itself (but you forfeit a good starting position), or you can even use it to skip over entire races. But remember, you forfeit the races that you skip. ------------------------------------------------------------------------------- You can still take the tansport trucks to competition tracks even if it's before or after the date of the actual race, but you can only test on the track when you get there. The travel times are as follows: One day to travel to another track in the same country as your current location. Two days to travel to another track on the same continent as your current location. Three days to travel to another track on a different continent from your current location.. If you want to go to the actual race, but the game clock hasn't yet reached the date of the race, then use the race control panel located in the race control building of the paddock, to select the track you want to go to. Race control automatically sets the game closk ahead to the track's opening. YOUR FIRST RACE It's March 19, 1986. You know your Ferrari like the back of your hand and you could drive Fiorano in your sleep. Now it's time to get your car and crew packed up in the transport trucks and head for your first race of the season - Rio. Held at Rio de Janeiro in March, the Brazilian Grand Prix is 5.013 km/3.126 mil course that features one very long straigh away, and a lot of challenging left-hand turns. The weather is typically hot and dry. COMPETITION TRACK LAYOUT Like Fiorano, each competition track has a paddock area that contains the transport trucks, garage, race control, scoring, pit, and race track access. However, the competition tracks do not have wind tunner or dyno room facilities. The first thing you should do when you arrive at a competition race track is to note the date, time, and weather conditions, which are shown as an icon near the upper-left corner of the paddock screen. If you're early for the race, you'll have time to take some practice laps around the track and get some first impressions. Then you should put your car in the garage and make your adjustments based on the track conditions and the current track session. THE GRAND PRIX A Grand Prix is broken into various track sessions that make up the entire race. There are a total of six track sessions, including the race itself, which are spread across a three day period. On each day, the first session is always at ten in the morning, and the second session is at one in the afternoon. You can check the main paddock to see what time it is and when the next session begins. The track sessions follow one another logically as you complete them, or you can select the session you want to race from the race control panel in the race control building of the paddock. ------------------------------------------------------------------------------- You can use the race control panel to skip the sessions before the actual race, but you'll have to settle for a grid position at the back of the pack if you skip both qualifying sessions. ------------------------------------------------------------------------------- DAY ONE There are two sessions on the first day of the Grand Prix; the first practice session (P1) and the first qualifying session (Q1). P1 is a practice session in the morning that gets you acquainted with the track. Although you'll meet the other drivers on the track, don't expect to see them show all their capabilities during this session. You should hold back and take it easy during the practice session as well. Get to know the layout and trouble spots of the track, and don't risk damaging your car. ------------------------------------------------------------------------------ A green flag means the race is on at full speed. A white flag means there is one lap remaining. A checkered flag means the end of the race. A red flag means the course is closed, proceed to the pit. ------------------------------------------------------------------------------- Q1, in the afternoon, is the first real competition of the race. In this session you are trying to qualify for the best grid position; that is, the position your car occupies in the pack at the start of the race. The driver with the best flying lap (like a running start) time gets the pole position. ------------------------------------------------------------------------------- You'll ned to find a free stretch of road in order to find your fastest qualifying time. As you start your second lap, make sure you have some traffic-free distance in front of you. Remember that there are other drivers also trying to get fast times. All will be running at different speeds, many in excess of 100 mph. This is one of the two most dangerous times in Formula One racing (the other is Q2). ------------------------------------------------------------------------------- Use the Q engine RPOM, lots of turboboost, and qualifying tires to try and get the best lap time. You will also lighten your car's load by using less fuel because you can refuel at any time during the qualifying and practice races. This means you can reach faster speeds and you don't need to worry about fuel efficiency. Do the best you can to get the best lap time you can, but don't risk damaging your car - you still have two more practices and another qualifying session to get through before the real thing. And watch the other drivers as well. Although they won't show you all their tricks during qualifying, some of their strategy and tactice may become apparent. ------------------------------------------------------------------------------- Pay attention to tire wear during the practice and qualifying sessions. If your tires are wearing unevenly, try to select a better balance of compounds to use in the race. ------------------------------------------------------------------------------- DAY TWO Day two of a Grand Prix is also composed of two sessions: Practice Two and Qualifying Two. Like P1, P2 is intended o help you familiarize yourself with every inch of the track. The goal to make your P2 times better than your P1 times of the day before. It also gives you a chance to tweek your car to peak performance. ------------------------------------------------------------------------------- Outside of the Ferrari factory in Maranello, Italy, there is a bust of Gilles Villeneuve. Gilles was a Canadian Grand Prix driver for the Ferrari team in the late '70's and early '80's. Gilles was well likes for his competitive spirit, and his success. He placed second in the 1979 World Championship, and won six races in four years for Ferrari. Gilles was killed in the early '80's while trying to overtake another car during a qualifying session. The Canadian Grand Prix circuit was named in his honor. ------------------------------------------------------------------------------- Q2 is likely to be even crazier than Q1 as the drivers try to imporve on their qualifying times from the previous day, and beat eveyone else's times in the process. If your lap times happen to match another driver's from the previous day, the other driver receives that pole position (because he reached it first) and you get the next in line. Again, get radical with your car adjustments. Don't worry about fuel efficiency and tire wear, just try to get your bet time. And don't forget to keep you eye on the competition. ------------------------------------------------------------------------------- Many Grand Prix drivers like to replace their engines after Q1 and Q2 so they'll have a brand new engine for the sessions of the next day. ------------------------------------------------------------------------------- DAY THREE - THE RACE Day three starts with a 30-minute warm-up session in the morning, followed by the race itself in that afternoon. The warm-up session is your final chance to overcome any problem areas the track may present for you. It's also a last chance to tune your car one last time. Take it easy during the warm-up, burn-in that new engine gently, and conserve yourself and your car for the race. Your place at the start of the race in the afternoon is based upon how well you performed in qualification. If you did wellin Q1 and Q2, then you'll have a place at, or near, the front of the pack. If you didn't do so well during qualifying, you'll be at the back of the pack. ------------------------------------------------------------------------------- The standing start is one of the most spectacular moments in all motor sport. Expecially since turbo cars have found their way into Formula One. Cars often overtake six to eight spots on the grid before the first turn. Others may stall on the grid, causing gridlock at over 100 mph! ------------------------------------------------------------------------------- Drive aggressively, but remember, you can't refuel during the race, and a tire change is the most time-costly of the standard problems. By "standard" we mean a problem that probably won't cost you the race, only a lap or so. If you encounter a non-standard problem during the race - like having to change your turbo charger system - then you will lose the race. A regulation Grand Prix is two hours or 310 kilometers (200 miles), whichever comes first. You can get a shorter distance using the race control panel in the race control building at the paddock if you want (this also scales down the time limit and fuel capacity). If the time limit is exceeded and you haven't run the full length of the race, then the lead car is declared the winner as he crosses the finish line and the race ends. After the race, you can save the season standings to disk (see your Driver's Reference Guide). ------------------------------------------------------------------------------- If you did not finish the race, the reason will be listed in the race results screen. For instance, the word "SHUNT" means that you had an accident. "DNF" is short for Did Not Finish and appears when you deliberately leave the race. If a component from your car is listed (i.e., "WINGS", "ENGINE", and so on), then there was a mechanical failure in your car that prevented you from placing. ------------------------------------------------------------------------------- RETURNING TO FIORANO Hopefully you did well in your first race, but if you didn't, then maybe it's time to return to Fiorano and practice some more. Use the transport trucks to return to Fiorano in the same way you used them to get to the first race. You can also go to other competition tracks to test if you want, but it won't register in your season standings if the track is closed. APPENDIX A - 1986 SEASON SCHEDULE Race Date Location Rio 3/21-3/23/86 Jacarepagua, Rio de Janeiro Jerez 4/11-4/13/86 Jerez, Spain Imola 4/25-4/27/86 Imola, Italy Monaco 5/9-5/11/86 Monaco Spa 5/23-5/25/86 Spa, Belgium Montreal 6/13-6/15/86 Montreal, Canada Detroit 6/20-6/22/86 Detroit, United States Ricard 7/4-7/6/86 Paul Ricard, France Hatch 7/11-7/13/86 Brands Hatch, England Hockenheim 7/25-7/27/86 Hockenheim, Germany Budapest 8/8-8/10/86 Hungaroring, Budapest, Hungary Osterreich 9/5-9/7/86 Osterreichring, Austria Monza 9/5-9/7/86 Monza, Italy Estoril 9/19-9/21/86 Estoril, Portugal Mexico 10/10-10/12/86 Mexico City, Mexico Adelaide 10/24-10/26/86 Adelaide, South Australia ------------------------------------------------------------------------------- Ferrari Formula One docs brought to you by The Southern Star. Here's a few tips and tricks courtesy of H.M - Edited by Possum ARKANOID When the program has loaded, but before the title screen changes, hold down the shift key and type in DEATHSTAR followed by return. The game will play normally but if you press the space key you will be immediately transported to the next screen. When you have lost all your lives and are at the high score table (even if you don't have a high score), you can type PAJ to return to the screen you lost you last life on. Sender : IAN BROWN & ROB WEIR Magazine : ATARI ST USER ARKANOID : REVENGE OF DOH When all your lives are lost and the title screen is desplayed, hit the CAPS LOCK and type MAGENTA. Now when you start a new game, press 's' to open up the gates either side of the screen so you can progress to the next...But even more useful is this: loose all your lives and return to the title screen, hit CAPS LOCK and then type MAGENTA again, only this time type in DALEY88 to take you right to the last screen. Sender : PETER (I WROTE THE GAME) JOHNSON Magazine : THE ONE GAUNTLET Providing you have the original Gauntlet you can get up to some great trickery. Load Gauntlet 2 as normal, choose players and start the game. Let all the players die. Place Gauntlet 1 data disk in the drive and start a new game with the same characters. The screen you start on will look a bit weird, but it will be full of potions. There is one problem: you have to wait for all the walls to turn into exits before you can leave the room. Remember to replace the Gauntlet 2 disk in the drive before exiting. Sender : CARL WIGNALL Magazine : ST AMIGA FORMAT GAUNTLET 2 When your character opens a locked treasure chest hold down the "HELP" key then open a second treasure chest with the "INSERT" key held down. A golden cross appears instead of the second chest, and this cross boosts your health points 50,000 and gives you reflective and super shots for the rest of the level. Sender : The Jester Magazine : ACE POWERPLAY If you're feeling really silly, jast remove disk B from the disk drive, while playing the game and insert a blank disk. Now the same question will keep comoing up. Sender : J. BURTON Magazine : ACE RAMPAGE If you're on the last building and a cloud of dust appears under it punch in any direction and keep your finger on the fire button until the next screen is displayed, whereupon you will be ableto climb up an invisible building which is in the same place as the last building on the previous screen. Sender : IAN WALPOLE Magazine : COMPUTER AND VIDEO GAMES SUPER SPRINT On track eight, instead of racing, turn around and position your car just before the finish line. Point it downwards, and when a drone zooms by, accelerate and drive it into the wall. It'll crash but it wont be replaced Repeat the process for the other two cars, and you'll be free to drive around at leisure, picking up as many spanners and bonus points as you like. Don't forget to drive around in the opposite direction, though, otherwise you'll finish the race. Sender : IAN WALPOLE Magazine : COMPUTER AND VIDEO GAMES TEST DRIVE If you fancy a high score with out actually playing the game simply carry out the following steps. 1). Load FIRST WORD or some other WP and insert game disk B. 2). Set the directory to *.* 3). Open the highscores file and edit 4). Save the file once you've finished Note: The high score shouldn't exceed 99,999 and the name must be 15 characters or less. If you want to change the car for a particular score simply use the following codes (must be in lower case): p911t - Porche 911 Turbo vette - Corvette lotus - Turvo Espirit rossa - Ferrari Testerossa conta - Lambourgini Contach Sender : STUART DUNCANSON Magazine : ST AMIGA FORMAT WHERE TIME STOOD STILL. First of all pick up the bag, bottle, medical supplies and rope which are dotted around the plane crash site. Put everything but the rope into the bag - you need that to rescue Clive. Get Gloria's compact and make your way to the rope bridge. Rescue Clive usibg the rope.When everyone is safe, cross the bridge and follow the cliff edge in a north-westerly direction without going up any slopes. When the characters get to an open plain, head north until the swamp is reached. After crossing the swamp let everyone eat, drink and rest. Refill the bottle and head towards the village. Locate the chief and drop Gloria's compact using the second box, and then pick up the food and roast pork. Put the food in the bag and walk north until you reach another cliff. Find a hole in the cliff, drop the pork and quickly run past. Cross the waterfall and turn the music off so you can hear the trump of approaching dinosaurs. Move down the slope and run in a southerly direction until you reach a river. Follow the river south around the village and go eat untill you find a religious building and rest. Finally run east towards another cliff. Find the slope that leads up into the mountains and make your way to freedom. Sender : ALEXANDER STIVAROS Magazine : COMPUTER AND VIDEO GAMES Help with a few arcade favorites is at hand, typed by H.M. Here's BAAL, BUBBLE BOBBLE, BOMBUZAL, CARRIER COMMAND, CHRONOSQUEST, DEGAS ELITE, DUNGEONMASTER, ELITE. BAAL Six warriors are not enough to bypass the hazards, or to do any serious exploring, in the game. You are awarded an extra warrior every 5000 points To gain points you must destroy monsters. It is possible to find a con- venient refuelling location thats got monsters near by. Simply by moving between the fuelling depot and the monsters (making sure you shoot them), you can build up points and warriors easily. The process is tedious, but having scores of warriors makes the game less frustrating. Such a place exists at co-ordinates 08-49 on the first level. Sender : ALAN HUGHES Magazine : ST AMIGA FORMAT BUBBLE BOBBLE A few hints : If you get to level 20 without losing any men you will see a set of doors appear get these and you will be transported to the secret screen.You will get a secret screen if you dont die on levels 30 and 40 also. If you make it to level 50 on your first man you will be waiting for another secret screen but you won't get one !! Why? Because you will get an umbrella instead. This is the best bonus of the game, because you will be transported to level 70!! Level 100 : This is a bit of a cheat this bit. As soon as you appear jump up and get the lightning bottle, then straight away fall to the bottom left hand corner, face in to the corner and fire like hell. The big guy at the end very rarely goes into the bottom corner, if he does don't worry just repeat the above proccess. And after 25 hits with the lightning he will be inside a big bubble, burst the bubble and then ............... Sender : ME Magazine : NONE! BOMBUZAL An easy way to complete a level is to blow up all the bombs on the level first, and see which squares remain undamaged. These are squares the player should aim to finish on. Study the map carefully before trying to complete each of the levels. When attempting to detonate a pulsing bomb, pick it up, as it is easier to the bombs size when it's picked up. Remember that when you are tleporting a droid, you are impervious to the effects of the monsters on the levels. When teleporting from square to square you are invulnerable to the explosions. Switches have three phases: Phase 1 = Set Phase 2 = On Phase 3 = Off. Phase 1 can never be reversed after a switch has been operated. When teleporting, the explosions occour before you teleport, so if you are teleporting onto a mine, it will be destroyed before you get there, provided the square is in the blast radius and is riveted. On the ST and Amiga versions of Bombuzal the mouse makes the game more difficult and should only be used by experienced users. When dealing with more than one nasty, try to kill them off as quickly as possible: use the dissolving squares and switches to make the squares to dissapear beneath them. When using sighted droids you may activate switches, but when the bomb blows up the droid will die. Also if you try to move the droid away from the bomb you will move when the bomb and the droid have been destroyed. A blind droid can not activate switches. Remember the code! Better still write it down. You will need it when you continue the game another day. Sender : Tony Crowther (that's him wot done the game!) Magazine : ACE (The big Christmas ish with the free(?) disk) CARRIER COMMAND Start the action game and set a course for Isolus (just east of Thermopylae). Stay just out of range for approximately 10 minutes. As soon as the message "Isolus is now an enemy island appears, launch a manta and fly toward the north side of the island.The enemy carrier will be directly ahead of you. When arming a Walrus, try loading it up with both missiles and lasers (plus any thing else you wish to carry in the rear compartment. Sender : STUART MAY Magazine : ACE CHRONOSQUEST The solution to the first level... You need to pick up punch cards to get to further levels. Go upstairs and examine the bottom of the statute - not the pillar. Examine the corner of the carpet. Open the chest of drawers and get any items. Drop the key that you used to do this. Go through the north east door. Examine the gap under the bed. Examine the the small cabinet nearest to the control panel and get the item in the drawer. Now go out and down the stairs. Go west and get the round item on the bookshelf. Go east and put the object on the left pillar. Go east and then north west into the kitchen. Find the safe and use the piece of paper on it. Get the lighter. Get the bottle and empty the wine from it. Go to the start position of the game and go through the door. Stop! Ignite the lighter and go up. turn the lighter off. Go west. Examine the Bible and the top of the cupboard and light the candle with the lighter. Now go east and down twice. Now go west. Drop the first three cards that are nearest the control panel. Examine the drawer above the chair. Examine the mirror on the top right until a switch appears. Flick the switch. Stop! Go East and up. Now go south west and get the ball from the pillar on the left of the stairs; drop it. Go through the door , down and west. Go through the door ... ah ha. The time machine. Flick the lever - that is on the wall next to the fuse box upwards. Put the fuses in the fuse box. Now pull the switch. Now go up and your in the machine. Put the card that you are holding into the card slot and flick the switch........... The next level. Sender : Andrew Jackson and Carl Evans Magazine : ST AMIGA FORMAT DEGAS ELITE Ok! This isn't a game I know but this is good. Many drawing programs have been released since Degas Elite, we all know that and the magazines review the new one and say they are better. Ok. This may be true with some. They (the reviewers) always seem to bring up one thing that Degas Elite hasn't got, "Antialiasing". So, you (the owners of Degas Elite) will say, "It's true, it hasn't. Wish it did!". Well mateys have a guess what IT HAS but only if you own a mono monitor!!!!!!! Now I hear you saying (in a pathetic voice), "Why it the hell would you want antialiasing in mono for??" You don't! Now how it works: 1). Draw a really quick picture on mono (make sure it's got lots of curvey bits in it), and then save it to disk. 2). Now reload Degas on your colour monitor and load load the picture you just have just saved. Well isn't it true it's antialiasing! So if anybody tells you Degas is good but it hasn't got antaliasing, you tell 'em to FUCK OFF, 'cos now you know it has!!!!!!!!!! ** H.M.** DUNGEONMASTER These spells and their effect will prove useful. POTION SPELLS: VI into a flask for a healing potion YA into a flask for a stamina potion VI BRO into a flask for a curing potion FUL BRO KU into a flask for an added strength potion YA BRO DAIN into a flask for an added wisdom potion YA BRO NETA into a flask for an added vitality potion OH BRO ROS into a flask for an added dexterity potion YA BRO into a flask for a magical shield potion ZO VEN into a flask for a venom potion ZO BRO RA into a flask for a pure manna potion LIGHT/DARK SPELLS: FUL for magical light OH IR RA for longer lasting light DES IR SAR for darkness PROTECTION SPELLS: FUL BRO NETA for a fire shield YA IR for a group shield FIREPOWER SPELLS: DES EW to weaken non-material beings OH VEN for a poison cloud FUL IR for a fireball OH KATH RA for a lightning bolt MISCELLANEOUS: ZO to open certain doors YA BRO ROS for magical footprints OH EW RA for magic vision ELITE THIS IS NOT HELP THIS IS A REQUEST FOR HELP !!!! Whilst playing a long session of Elite and happening to be doing battle in witch space I came across a grey dot, that didn't show up on the scanner and flying towards it it got bigger and bigger until it filled up the entire screen! Now my problem is this : DOES ANYONE KNOW WHAT IT WAS OR HAVE I FOUND A BUG IN THE GAME ??????????????????????????? ASKER : H.M.(i'm very interested to know the answer to this one). (If you know, write to SEWER HQ and we'll pass it along.....S.Possum) E L I T E . General Help. See cheats elsewhere on disk! TRADING: Trade in food and wines until you can afford to start trading in medical supplies, computers and furs (medical supplies are a new feature, that poor agricultural worlds will pay lots for). The quickest way to build up some money is to shuttle between two safe planets that have opposite economic structures (i.e. ferry medical supplies/computers from a rich industrial high tech world to a poor agricultural world, and load up with furs for the return trip). EQUIPMENT: All of it's useful but the first thing you'll want to buy is a large cargo bay. With one installed your profits increase that much faster and it's not long before you'll be able to buy a docking computer. Next most essential item is the energy unit, followed by an ECM system. Fuel scoops can be handy for picking up free space cargo, but remember - you run the risk of picking up contraband. Retro rockets are an expensive luxury. If you're in that much trouble during a fight resort to dropping an energy bomb. DOCKING: By the time you've earnt enough to by a docking computer, you'll have docked often enough to become proficient at it anyway. But it's still worth buying one, as it takes all the worry out of docking. Note - if you're flying towards a station with the docking computer on, and you've got pirates or Thargoids on your tail, they can still destroy you before you dock. LASERS: Obviosly the Military laser's the the thing to have mounted on the front as soon as you can afford it. The mining lasers useful if you want to spend you're time chasing bits of asteroid around the cosmos, but for battle forget them. ENEMIES: Some are easier to kill than others, and it wont take long for you to recognise the tough ones (always I.D. a target before attacking!). Once you get a condition red on screen, stop and line up the target on the screen. Keep firing until they're completely destroyed or start to fire back, then apply some speed and start ducking and diving untill you get on their tail (always remember to switch to 2X mode). Note - one of the easiest ways to get into witchspace is to power up to max before entering Hyperspace. This doesn't always work, but persevere and youll soon find your self amongst a whole bunch of Thargoids. 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GRAIL QUEST The complete solution to Microdeals menu-based adventure: On the first screen there is a bag of gold hidden in the bushes - don't pick this up yet. Use magic on the dragon on the next screen, but spare it's life. Go to the castle and kill the Goblin at the entrance. When inside the castle, sleep on the street for three nights. When the man crawls up to you, on the third night, give him some of the cure found in found in the bottle in the window in the top left hand side of the screen. Go back to the forest and give Billot the gold from the bush and return to the castle. Leave Billot at the inn while you sleep on the street. Return to the forest. When you meet a hooded man return to his house and cure his mother. Return to the castle and go to the upper level. Use magic on the bandit, but spare his life. You will be transported to the world of essences where you must find the Grail. In the forest there is a man crawling on the ground, cure him and then go west to the pit in the ground Enter the pit and approach the light - you will complete the game. Sender : PAUL SPENCERLY Magazine : ST AMIGA FORMAT OIDS 1: After refuelling at a fuel base, fire into the air before lifting off. if the refuelling pipe comes out again then the dump still has some fuel in it. If the pipe doesn't re-emerge the dump can be shot for an extra 100 points. ** or just shoot it any way 'cos most of the levels can be completed without refuelling anyway! -H.M- ** 2: When going through teleports, fly slowly and activate your shield just as you touch the teleporter - this reduces the risk of impacting your ship on the sides of a small cavern. 3: When creating new planetoids, if you require a more powerfull install- ation such as a stronger attracter or repulser or a rapid fire gun turrent then simply place two or more of the same object in the same position, each hit destroys one of them. **** This is a good one!! But try doing this put 1 of the buildings with oids in it on the level (so you can pay it! (did you know that if you don't put any oids on the planet you warp to it and complete it instantly!)) now get the big instillation and put as many as you can in the same place, you can now shoot them one by one (in which case you'll probably die), or fire a missile into them and watch your score jump to around 600,000. A nice way to make the high score table look impressive -H.M- **** Sender : STEVE BAINES (bits by me). Magazine : ACE OVERLANDER: LEVEL 1: 1. Select counterfeit money. 2. Fuel up to 14 notches on the fuel guage. 3. Get turbo, 4 battering rams and two flare bombs. 4. After the first bikes slow down or the gunners will kill you. 5. Destroy trucks from as far away as possible. 6. Slow to 100-150 mph to negotioate barriers. 7. If you stay in the middle lane when you come to the wrecks you wont die LEVEL 2: 1. Select kidnapped official. 2. Fuel up to half full. 3. Buy leanburner, a few bullet proofs, rams, and flare bombs. 4. After first bikes there's a nasty surprise in the valley below. LEVEL 3: DARKLANDS 1. Select plutonium. 2. Fuel up to half full (if you have leanburner - if you don't then fill up to the max. 3. Buy rams, bullet proofing, flare bombs and lives if you need them. 4. The toughest part of the course is early on, so don't be afraid to let loose with the flare bombs. LEVEL 4: THE GUTTER RUN 1. Select illegal chemicals. Fill up to max level. 2. Buy maximum rams, bullet proofs and as many lives as you can afford and flare and smart bomb depending on your bank balance. 3. The barriers are every where onthis level and you will need to be at 90 - 100 mph to avoid them all. Try to save your rams for later in the level. 4. So you didn't like the "gunshot alleys" in 1,2 and 3? The alleys in 4 are real mean. Smartbombs and bullet proofing are your best chances of survival. LEVEL 5: GRAVEYARD 1. Choose the President. Fill up to maximum fuel. 2. Buy everything $40,000 up front plus whatever you had from the last level should be enough, lives should be on the top of your shopping list followed by rams, proofing, brakes, armour and weapons - don't bother with the wheelblades! 3. Do the same as for the last level. Because your car's at maximum everything, this level shouldn't proove too difficult. Sender : J.MERRIFIELD Magazine : ACE *** Why does the score show enough zero's to accomodate a score of 1000000+ (i.e when first starting score is "0000000") and if you finish the whole game your score is somewhere between 70,000 and 90,000 ????????????????????????????????????????????? H.M. FC 502 M 503 F 504 --- Well, we've featured a short DOC file on this brilliant game earlier, but before you start abusing us for repetition, I'd like to point out that these are the official hints according to the author of Powerdrome. However, if you'd still like to send us some abuse anyway, you can do so via the address in the main loader. Thankyou, Sewer Rat !! * * * P O W E R D R O M E * * * ************************************************************************** * * * POWERDROME : THE WAY TO PLAY ACCORDING TO MIKE POWELL. * * * ************************************************************************** If anyone out there knows how to get the best out of Powerdrome, it almost certainly is the man who wrote it: Mike Powell. So if you are driving the Typhoon more like a Morris Minor at the moment, check out what Mike has to say, slip on those drving gloves, grab a joystick and see if you can better the master's personal best lap timings. FLYING YOUR TYPHOON: Powerdrome, more so than most race games, requires a certain amount of practice before you can play it well. When a player first starts, the mouse could well appear very (over?) sensitive. It has to be like this for the harder twisty tracks, where you might want to go from full left bank to full right in 1/10th of a second. The joystick is a little easier for beginners, but for precision and fast fast direction changes, you have to use the mouse. First of all, scale down the elevator on the tune up screen. If you still find yourself smashing into every accesible hard surface, turn the y-lock option on in the pits. After maybe quarter of an hour you should be getting the hang of it, and can increase the sensitivity. FAST CORNERING: To turn the Typhoon, all you do is bank over. However this isn't the fastest possible turn rate. To achievOy, whats going on here? We've already covered Leisure Suit Larry on DOC DISC 4! Yeh, okay, but personally that 'GO W-PICK UP KEY-FART' style of walk-through removes some of the fun from the game...it's s'posed to be HELP y'know (otherwise why play the thing?) So read on dear Sewer Subscriber! S.Possum LEISURE SUIT LARRY Part 1 Good evening, Swinging Singles. It's 10 o'clock, and you're without a date, as usual. But here in Lost Wages, you need not be alone...not if you've got plenty of cash, elementary social skills, an good supply of breath spray, and a willingness to try anything once. As LEISURE SUIT LARRY, you've determined to make this the last lonely night of your life. This walkthru offers only one particular way to play LEISURE SUIT LARRY. There is a great deal of flexibility in the game, however, and the game can be completed with many fewer points than you will earn using this walkthru, although you may miss some very funny and unusual experiences. A few necessary conventions. First of all, the game occasionally requires you to perform some basic human functions. For the purposes of this walkthru, we'll say "USE" where another less delicate word will work just as well. Also, for women playing LEISURE SUIT LARRY, you're going to have to learn to think like a man. For the most part, that means forget the subtlety. In this game, outright deviousness and persistence gets the girl. Inventory control is a cinch in LEISURE SUIT LARRY. You can hold everything, and only rarely will the game let you drop or otherwise misuse something before you've used it for the correct purpose. The game designers have also apparently learned where elephants go to die...your mouth. Thus, you have a large (but not bottomless) supply of breath spray. You'll want to USE SPRAY whenever somebody begins to make snide comments regarding your oral hygiene. Never walk out into the middle of the street, despite their seeming desertion. And NEVER linger in a dark alley. Before you start, you'll have to take a little exam to prove your age. No help with this one -- you'll have to prove your age on your own. And you won't find the answers in any encyclopedia. You begin your evening in the Land of the Lounge Lizards in front of Lefty's, sleazy bar nonpareil. You'll find you've got (in addition to your breath spray) $94 in your wallet, as well as some notes and business cards you won't need, and credit cards (which won't work in this game). You've also got a working Bolex watch. This game spends a lot of time tipping the hat to Infocom, so you've got the requisite lint. OPEN DOOR and go in. What atmosphere! Notice the fine velvet art and the refined clientele. I was in a place like this in Upper Sandusky, Ohio once, but that was decades ago, and it's a long story. SIT on the empty stool at the bar. You can order all the beer and wine you like, but make sure you ORDER WHISKEY. You're wise enough not to drink it, but around here, it's not tough to find somebody who will. The young lady at the bar just isn't very responsive (unless you pinch her), and the only other person talking is the guy with the ancient punchlines. So head through the doorway at the top of your screen. Somebody's left a perfectly good rose sitting on the table. Might be a perfect gift for a lady (if you can find one), so pedal over and take it. TALK TO THE DRUNK, but watch where you step: too near his groin and he gets crotchety. Perhaps doing a good deed might get you one in return, so GIVE THE WHISKEY TO THE DRUNK. In boozy, sodden gratitude, he'll give you a remote control. That's all you'll get out of him, so head for the bathroom to the right. Now, this is quite obviously not the men's room, for a couple reasons, but you wouldn't know it from reading the walls. EXAMINE them enough times and you'll get a cryptic "password." Remember it. And as long as you're there, USE THE TOILET. No doubt some of Larry's best thinking gets done that way. When you're done, don't flush the toilet unless you've saved the game first. EXAMINE THE SINK, too. More evidence that this is the ladies' room (or perhaps it's co-ed). TAKE THE RING, and wash your hands if you like, for all the good it will do you. You'll probably need to WIPE HANDS on something since there's nothing here that's "sanitized for your protection." Leave the bathroom and head for that lovely red naugahyde door in the bar. KNOCK ON THE DOOR and somebody peers out at you. Give him the password and go on in. Friendly looking fellow. He's guarding the goods upstairs, but he can be distracted. Since you can't turn on the television by hand, you'll need to USE REMOTE CONTROL to turn it on, and if you hunt long enough for a program that appeals to the pimp's intellectual instincts, you'll surely find one. Once a program's caught his eye, you can wend your way upstairs. LEISURE SUIT LARRY Part 2 Just LOOK at her. She IS a mess, isn't she? Think carefully about this! Remember, it's the Eighties, and going unprotected in this situation can (and is!) deadly. We don't want your first time to be your last, so let's go get some protection. Before leaving, you might want to grab that box that's sitting on the table by the window. It's as easy as taking candy from a bimbo. OPEN THE WINDOW and climb out. You can leave the old-fashioned way, too, but this way's shorter and will net you an important tool. Once you're on the fire escape, notice that little object in the other window. You won't be able to get it till much later, though, so don't worry about it. Walk to the left end of the fire escape, and you'll find the shortcut to the ground floor. And while you're sitting in that bin, reflect on all the wonderful, useful things non-playing characters tend to throw out in adventure games...rotten cloves of garlic, bones, notebooks, and so on. So EXAMINE GARBAGE and take what you find. EXIT the bin and walk to the cab stand in front of the bar. There are three marked cab stands in LEISURE SUIT LARRY, but you can call a cab from any screen. The cabby is impatient, so try to position yourself in the center of the screen, right by the curb, when you CALL CAB. ENTER CAB and you're on your way. TALK TO THE CABBY and he'll give you the rundown on Lost Wages hot spots. At the moment, you want to hit the Convenience Store, so tell the cabby. When you arrive, PAY CABBY. For a startling bit of realism, remember to TIP CABBY as well. Go straight into the store -- don't stop to talk with questionable characters. Besides, you don't have what he wants...yet. In the store, the first thing that'll probably catch your eye is the magazine rack. TAKE a magazine, and be sure to READ it. It's a well-disguised clue. Then wander over to the back aisle of the store, on the left, and LOOK AT THE SHELF. That wine is a worthwhile investment (vintage pending). At last, you may nonchalantly wander over to the counter and discreetly ASK CLERK ABOUT CONDOM. It's like trying to order a burger in some fast food joints you've visited. This clerk is used to shady characters like yourself, so don't try to leave without paying. Once you're back outside, the sailor will accost you again. When he asks you for spare change, type GIVE CHANGE TO BUM and the program will tell you that you don't have any. Wait a second, and he'll hit you up for wine. G'wan, be a sport. Hand over that Mad Dog 20/20, and you'll get some advice (and a useful souvenir). Remember that advice; this guy's obviously been around. Before you head back to Lefty's, EXAMINE THE PHONE on the sidewalk. Jot down that number. Maybe it'll lead to a meaningful relationship. Call now, before midnight tonight. DIAL PHONE and give it your best shot. Good thing you're used to rejection. Just for the heck of it, walk off to the right, to the next screen. The disco looks like a potential "meet market," but you'll find you're not up to their standards. At the moment, anyway. So call a cab -- there's nowhere else around here to go. But after all, the night is still young. Let's drop by that Casino the driver mentioned before going back to Lefty's. When you get out of the cab, there may be a gentleman decked out in a pickle barrel. He may not show up till later, but at any rate, you're well-heeled enough to purchase one of his apples. So do it. Then go on into the Casino. SIT at the Blackjack table or PLAY SLOTS, whichever's your speed. Either way, you're going to want to break the bank here. The odds are much more favorable at the BLACKJACK table, if you know how to play (This is a great time to learn!), but the payoffs are greater at SLOTS. You need to use the SAVE function often here. SAVE the game right before you make your first bet, and name the save after the amount of money you have. Then keep playing, and SAVE the game each time your total funds exceed the amount you had in the last saved game. For easy reference, keep changing the name of the save to reflect your total cash. The game will end when you hit $250. Now head "north," to the top of your screen, into the adjoining room. You've got no pride, Larry, you're a desperate man. So dig around in the ashtray. You'll find the all-important Disco Pass. Take it and head into the Cabaret to the right. Sorry, Uncle Lar', no foxes cruising here. Perhaps if you wait a bit. Take a seat at the bottom right-hand table. Sitting on the comic's whoopee cushion's worth a point. The comic may be performing, or perhaps it's the chorus line, but either way, nobody shows up, so don't linger. Leave the casino, call a cab, and head for the Disco. When the bouncer gets in your way, SHOW PASS to him, and he'll let you through. Once upstairs, you spot her...the woman of your dreams! She's sitting all alone. Stop licking your chops, get over there and sit with her. LOOK at her. What's the gentlemanly thing to do? ASK HER TO DANCE. Hurry out onto the dance floor and do your stuff. John Travolta, eat your heart out (actually, this number seems to owe a bit to the Disco scene in AIRPLANE). Go back to the table when the dance is over and SIT again. LOOK at her again and TALK. Be persistent. Keep TALKing, and eventually you'll find some common ground. Wish it were that easy in real life! Fawn is a 100% Certified Golddigger, but you found all these nifty presents at Lefty's, so it's not really costing you anything. GIVE her the rose (or the candy, or the ring...the order doesn't matter). Oooh, I just LOVE shallow women! Actually, the hooker's shallow, too, but Fawn is blonde. Give FAWN another present. She still doesn't seem too turned on, so go for broke. Give her the last present. LEISURE SUIT LARRY Part 3 Well, it looks like you're going have to do some serious forking over if you want this relationship to work. And you're going to have to make a lifetime commitment. Well, you're only playing a game; and no guts, no glory. Besides, you can afford it. So give Fawn what she wants. Don't worry, she's not going to run off: She really IS going to rent the Honeymoon Suite for the two of you. Leave the Disco and take a cab to the Chapel. Once you're outside the Chapel, you may notice a quiet, unassuming gentleman lurking by the cab stand. Just for giggles, go over to him. Hmmm. At least he doesn't want to sell you anything. TALK to him for a point. Now go into the Chapel, and take that last long walk down the aisle. Look around all you like, but they're waiting for you to MARRY FAWN. She likes to build up the anticipation, doesn't she? Too bad you're not carrying around "No Tease." Leave the chapel and head left to the Casino. Enter the Casino, go straight back to the Great Glass Elevator. PRESS FOUR. The Honeymoon Suite is the room with the heart on. Knock on the door, and Fawn will let you in. But first, a little mood music. Turn on the radio. Unfortunately, the commercial (remember the phone number) gives Fawn an idea, and you'll have to make a little trip before you consummate the relationship. Go back down to the first floor (PRESS ONE). There's a phone, but somebody's gummed up the works. At this point, check your finances; you're probably down to just a few bucks. You're going to need about $40 for the next bit, so stop at the Casino and build up your cash supply to $40 or $50, but don't bother with more than that yet. There's one phone that works, and that's the one outside the Convenience Store. So take a cab back there. Be sure to ANSWER THE PHONE. What goes around comes around, right? [Ed.'s note: Also call Sierra On-Line for another five points.] Call Ajax Liquors and order WINE. When they ask where you want to have it delivered to, be specific: HONEYMOON SUITE AT THE CASINO HOTEL. If you just say Casino Hotel, it won't get there. And whatever you do, don't even THINK about getting the wine yourself at the Convenience Store. Try it if you like, but save the game first, and get ready for a hairy ride back to the Casino. Head back to the Casino, and go back up to the Honeymoon Suite. Fawn will want you to pour the wine, first...and now comes the big payoff. Get undressed, or kiss her, or whatever you care to. Sorry, Larry, I guess it's just not your night. The woman of your dreams turned out to be a nightmare. Fortunately, you're not too stuck. You got some great advice from the bum outside the Convenience Store. So USE KNIFE and TAKE ROPE. Then go downstairs, and using the same technique as before, build your finances back up to at least $45. Larry, maybe you're better off sticking to a sure thing. After you've got some bucks again, take a cab back to Lefty's. You're going to lose your District Three Virgin's Card if it's the last thing you do. Again, knock on the naugahyde door, give the password (the pimp remains transfixed in front of the television...just look at those glazed eyes), and head upstairs. Go around to the front of the bed and UNDRESS. Now, USE THE CONDOM. SAVE GAME just in case. And now, Larry, you're not going to be the same "Larry" anymore. Find a verb you're comfortable with and go to it. Pick a traditional action, though -- a kinky one may end the game quickly. A little anti-climactic, eh, Larry? (rim shot) One more thing, before you leave her with that glow of apathy, be sure to REMOVE CONDOM. Otherwise the cops'll getcha for indecent exposure. Why don't they go bother the guy outside the Chapel instead? Exit via the window, but don't go to the left yet. You're now equipped to get the pills in the other window, thanks to the hint in "Jugs" magazine. Go to the right end of the fire escape and TIE ROPE TO RAILING. Then TIE ROPE TO ME. GET PILLS. You'll have to open that window somehow. Check your inventory. One of the few unused articles is ideal for breaking and entering. BREAK WINDOW WITH HAMMER. Now GET PILLS. Examine them. That thing after the "F" isn't a one, by the way. To get down, you'll have to GO TO FIRE ESCAPE and UNTIE ROPE. Now you can take the express to the dumpster and EXIT it again. Go out front. Where haven't we looked for female companionship? Well, the casino hotel's got eight floors. Maybe we can scare up a date there. Take a cab to the casino, get in the elevator, and start knocking on doors. Eventually, you'll find yourself up on the eighth floor, the penthouse. There's a beautiful brunette sitting by herself at the desk. (Aren't there any REDHEADS in this game?) Be sure to check her out carefully, so you know what you're getting into, and turn on the charm. TALK to her (and again, you'll have to be persistent if you want to learn about her). At some point, she'll stop being communicative and the program will urge you to find a medical stimulant. By now, you should have figured out that the pills are Spanish Fly. Give them to Faith. Maybe this is what you've been waiting for, Larry. But as it turns out, Faith has incredible will power, so it's not to be. But now that she's gone, check out her desk. Once you've noticed the button, you'll want to do the obvious. That means PUSH BUTTON, Larry. Geez, some people.... Go into that elevator. You emerge in the penthouse, tastefully decorated with Mark Crowe's finest efforts. Before you go hunting for the gurgling sound, go back and to the right around the partition. You'll find yourself in the bedroom. Open the closet door and go inside. The screen won't change, but LOOK while you're in there, and TAKE anything that looks interesting -- that inflatable love doll, for example. "I'm gonna buy a rubber doll that I can call my own...." EXAMINE it. It's doubtful that you'll find a meaningful relationship with Olga (I'm just guessing that's her name), but you'll never know unless you try. BLOW UP DOLL. And there she is, in all her vinyl splendor. Time once again to explore nature's glorious mysteries, so USE DOLL (or whatever). The machine will balk at the idea, but answer YES to the question. Well, Larry, perhaps you should have been gentler. Follow Olga out to the terrace. And meet the REAL woman of your dreams! Look carefully, and you can find her name (it's on the towel, and it's a clue). TALK to her, and she'll invite you in for a dip. Take her up on it. UNDRESS, and you'll dive right in. LOOK at her. She won't want to talk -- mere words cannot express what she's got in mind for the two of you. Notice the "come hither" look, none of this coy "wink wink nudge nudge" business. She's trying to seduce you, but you need to give her a particular item. Think of her name and look at your inventory. C'mon, you know what she really wants, don't you? GIVE APPLE TO EVE. Then lie back and enjoy, Larry. You've earned it. LEISURE SUIT LARRY IN THE LAND OF THE LOUNGE LIZARDS is published by Sierra On-Line, Inc. PRINTMASTER PLUS Here's some DOCs to the quite elderly, but nonetheless useful printing program. Transferred from AMIGA and edited by Sewer Possum. CONTENT PRINTMASTER PLUS AND THE USER'S GUIDE 1 PrintMaster Plus 1 The User's Guide 1 SETTING UP 2 What You Need 2 Loading PrintMaster Plus 2 Configuring PrintMaster Plus 4 Printer Setup 4 QUICKSTART 5 Overview of PrintMaster Plus 5 Making a Poster 6 PRINTMASTER PLUS FUNCTIONS 8 Borders 8 Graphics 10 Graphics Sizes 11 Graphic Layout 11 Fonts 12 Text Editor 16 Printing a Design 17 Saving a Design 17 PRINTMASTER PLUS FEATURES 18 Greeting Cards 18 Posters 19 Stationary 20 Calendars 21 Banners 23 THE DRAWING PAD 24 Using the Drawing Pad 24 DESIGN TIPS 26 APPENDIX 28 Using a Hard Disk  28 PrintMaster Plus Graphics 29 PrintMaster Plus Products 36 PRINTMASTER PLUS PrintMaster Plus is a versatile graphics program that lets you use your computer and printer to design and print personalized greeting cards, posters, stationary, calendars, and banners. You do not have to know how to program a computer or even draw to use PrintMaster Plus creatively. Just make selections from the border, graphics, layout, and font menus, enter your message, and print. With PrintMaster Plus can you make personalized invitations, flyers birthday banners, holiday cards, vacation schedules, bulletins, or newsletters mastheads. You will think of many ways to use PrintMaster at home, school or work. With 122 pre-designed graphics and patterns, 10 type fonts and 11 borders to choose from plus a graphic editor, the creative possibilities are endless. Also available for use with PrintMaster Plus is the Art Gallery series of additional graphics, which can be loaded into your designs directly. For more information see your dealer. Finally remember to send in your Print Master Plus registration card so we can send you update information. THE USER'S GUIDE Because the PrintMaster Plus program, with its easy-to-use system of menus, operates in the same way throughout, the User's Guide will not demonstrate every procedure in detail. You will learn how to set up and load PrintMaster Plus, be taken through the steps of designing and printing your first sign, and learn the various functions of the program. The User's Guide also provides design tips and samples of PrintMaster Plus graphics. This guide covers many versions of PrintMaster Plus, so some screen images and instructions may not match your exactly. To get started, turn too: - SETTING UP, for instructions on loading PrintMaster Plus; QUICKSTART, to make your first PrintMaster Plus design. WHAT YOU NEED -Commodore Amiga (oh alright...you can use yer ST!) -Disk Drive -Monitor -Printer supported by your version of PrintMaster Plus LOADING PRINTMASTER PLUS *Double click PrintMaster Plus disk icon, then double click PrintMaster Plus program icon CONFIGURING PRINTMASTER PLUS On most versions of PrintMaster Plus, the first time it is loaded you are asked which drive is your data drive (for saving customized graphics made with the Graphic Editor and designs for cards, etc.). Type: B, unless you have a single disk drive (type: A) or hard disk (type: C) (See section on Using a Hard Disk. MS-DOS Note: You will also be asked whether you have a graphics card. If you have an IBM Color Graphics Card (or compatible) or a Hercules Graphics Card (or compatible), answer YES. You can go back to change your answer to these questions by typing CONFIG at the A>prompt. You may change your data drive at any time by selecting HARDWARE CONFIG on the Project Choice Menu. AMIGA Note: Users can reconfigure PrintMaster Plus by selecting "Set Up" from the Project Choices Menu. PRINTER SETUP The screen instructs you to select a printer for use with PrintMaster Plus. From the Project Choices Menu, use the arrow keys to move the cursor bar to hardware config and press RETURN. If your printer is supported but not named, select a driver for a compatible printer Now, with your printer on line, select Test Printer to see what EOL character (short for End of Line character) your printer needs. If the test image is printed on one line, you need to select CR with LF (carriage return with line feed); if the image skips every other line, you need to select CR only (carriage return only). A printed message may tell you this instead. (You may need to select EOL Character first and then indicate the desired selection.) To begin using PrintMaster Plus, select All Done! OVERVIEW OF PRINTMASTER PLUS Designing with PrintMaster Plus is easy because the program is menu- driven; that is, your available choices appear in lists or menus on the screen. Also, the same menus are used in almost all program features. All you do is move the cursor to the selection you want and press RETURN. The only time you type is to enter a message, to select a date or enhance a calendar,or to name a saved graphic or design. These are the basics of using PrintMaster Plus: *Use the arrow keys to move the cursor to select the option you want. *Press RETURN (or equivalent) to confirm your selection. *Press ESC to return to a previous menu. MAKING A POSTER 1 - Select Poster from the Project Choice Menu. 2 - Project Options: Select New Poster 3 - What Next? Choose Border, then choose This disk, Browse through the list of borders and select one you like. 4 - What Next? Select Graphic, then choose This disk. 5 - First Graphic-Page 1: Browse through the list and select one you like. You can move both up and down and left and right in the list. 6 - Image Size: Move through the three choice to see their relative sizes. For this poster, select Regular Size. 7 - Image Layout: Select Freehand. 8 - Place or remove graphics in the boxes by pressing RETURN. For this poster, place them in the four corners; then press Q for All Done! 9 - What Next? Choose Text, then Choose This disk. Browse through the fonts and select one you like. 10 - Enter text: For this poster, move the cursor to the third or fourth row and type a short message two or three lines in length. When finished, press F1 (Function Key 1) or type CTRL-Q. 11 - What Next? Now select Preview/Print. Select Preview/Print again to preview the poster before printing. 12 - If you have screen graphics, a preview appears. To print, press RETURN, and in minutes you'll have your first PrintMaster Plus creation. Now select Project Choices to start a new design. When making cards, posters, calendars, stationary, or banners, you choose from among the same basic set of PrintMaster Plus options and functions, including the choice to design your own or use an existing design, borders, graphics graphic sizing and layout, fonts, and text editing and formatting options. You have already been introduced to these building blocks in the QUICK START section; now you will learn them in greater detail. The first thing you must do after you have chosen one of the five PrintMaster design features is to select a Project Option for card, poster, etc. Select New for new designs or Edit to load designs that you have made and saved yourself, which you will learn to do later in the User's Guide. To see a list of available designs to print or revise, put a disk with saved designs on it in the assigned data disk drive and select EDIT. BORDERS In the Greeting Card and Poster options, you have the ability to select borders with which to frame your design. PrintMaster Plus comes with 11 borders and a no-border option. Try to select borders that work with the theme and look of your design. GRAPHICS Graphics are used in all of the creations you can make with PrintMaster, in a variety of sizes and layouts. The program has 111 predesigned graphics and 11 pattern graphics. Additional graphics are available from the Art Gallery series or your custom graphics galleries. You can also choose not to use a graphic. These are the available selections: *This Disk: This option looks at the PrintMaster Plus disk's graphics, as seen in the QUICK START. *Another Disk: Choose this option if you are using an Art Gallery disk or your own graphics made with the Graphic Editor. PrintMaster Plus tells you when to insert the graphics disk. *No Graphic: Sometimes a nice border and the right text are all you need to make a great design. If you decide you want a graphic, browse through the menu of choices until you find the right one. Each graphic appears as you highlight its name. GRAPHIC SIZES The PrintMaster Plus graphics can be produced in three sizes and laid out in your designs in a variety of arrangements, depending on what you are making. With greeting cards and posters, you can choose half-size, regular or double-size graphics; other design types don't allow a size choice for graphics. GRAPHIC LAYOUT Depending on the size of the graphic and the type of design you are making, you will have different options for placing graphics in your design. For posters and greeting cards, the options are: *Diagonal: This option fills the image with a step-and-repeat pattern of five regular size graphics or thirteen half-size graphics. *Background: This option fills the image area with a rectangular grid of 35 half-size graphics *Freehand: This options lets you put graphics in any of 15 locations for regular-size graphics, or 35 locations using half-size graphics. Move to a box and press RETURN to place or remove a graphic. For stationary, calendars, and banners, graphics are arranged on a line; stationary is on two line, top and bottom, with different graphics possible on each. FONTS PrintMaster Plus lets you choose from 10 complete fonts, or type styles. The Editor font is used for fine print in the stationary and calendar features. Fonts include upper and lower case characters, numbers and punctuation, which can be used in all PrintMaster Plus creations. The PrintMaster Plus fonts can be used in a wide variety of ways in your designs. With greeting cards and posters you can use several lines of type, each with a different font, if you like. In many of the design options you can alter the alignment, appearance, or size of the fonts. TEXT EDITOR The Text Editor is where you enter and format text for your PrintMaster Plus designs, the last step before previewing and printing the design. The number of lines available for a given project and the number of characters per line will vary depending on the font and size used. It is very easy to edit and format in the Text Editor. The up arrow moves you up; RETURN or the down arrow moves you down. When done, press the F1 function key. Use the backspace key or space bar to fine tune your starting position within a line. To edit text, use the following function keys: *Quit: F1 lets you exit from text editing *Texture: F2 selects the Texture of the Text: Standard, Silhouette, Shadow, Rain, Checker *Change Size: F3 changes of the font size. *Change Font: F4 changes the font of the current line. *Erase: F5 erases a line of text. *Insert Line: F6 inserts a blank line. *Alignment: F7 aligns a line of text right, left or center. *Delete Line: F8 deletes a line of text. Printing a Design After leaving the Text Editor, you come to another menu with various options presented. Here, depending on the version of PrintMaster Plus that you have, you can preview your design; print it normally, in reverse (for T-shirt transfer), or in multiple copies; save for design onto a data disk; go back to Hardware Config; or go to the Project Choice Menu. Select Preview/Print to go on. When the preview/print menu is in view, select preview/print again to see a preview, select print to actually print, or go back to change your design, as you wish. When printing, make sure that your printer is on line and that the paper is properly aligned. Some suggestions for enhancing your printing can be found in the DESIGN TIPS section. SAVING A DESIGN If you want to use your design over again, to print or to edit later, insert a blank formatted disk into the data drive and select SAVE DESIGN. When prompted, type a name for your design and press RETURN. Your design is then saved and ready for printing. To print a project at a later time, select the project you want to work on (Card, Poster, etc.), then the EDIT option from the menu for that Print Master Plus design, such as EDIT CARD, EDIT POSTER, etc. You will be prompted to put in the data disk on which your project was saved. This section illustrates and takes a closer look at the various kinds of creations that you can make with PrintMaster Plus; greeting cards, posters, stationary, calendars and banners. For suggestions on how to make these features work best for you, refer to the section on DESIGN TIPS. GREETING CARDS The Greeting Card is one of PrintMaster Plus' more versatile features. You can make: *Party invitations *Recital or play programs *Announcements *Holiday cards With the Greeting Card you are working with two separate designs, one for the outside and one for the inside of the card. You can use borders, graphics in a choice of three sizes and various layouts, and fonts in several styles and arrangements. When the card has been printed, fold it in quarters. Fold along Fold A (center) first to make the spine on the left edge of the card; fold along Fold B (right edge) first to make the spine on the top of the card. POSTERS The Poster feature is also extremely useful. With it you can make: *School bulletins *Flyers for a garage sale *News flashes for the Office *Reminder notes You learned to make a poster very quickly and easily in the Quick Start section. Feel free to experiment with more of the border, graphics, and font options of this feature in your version of PrintMaster Plus. STATIONARY PrintMaster Plus Stationary can be a very useful, attractive or humorous enhancement to your letter and memo writing. You can either feed your creations back into the printer for printing letters or other computer files or photocopy it for other applications. Use it to make: *Personal letterhead *Business letterhead *Memo or note paper *Newsletter masthead Stationary uses no boarders, and the graphics and text are printed only along the top and bottom of the page. You can use a different graphic on top and bottom. PrintMaster Plus allow a total of four different graphics. On both the top and the bottom you can use one line of the regular fonts, in one size only, and one to three lines in the Editor font for headings and more detailed text, respectively. CALENDARS PrintMaster Plus' Calendar feature offers you personalized monthly or weekly calendars. Among many other things, you can make: *Vacation schedules *Exam schedules *Holiday party datebooks *Appointment calendars In terms of design, the Calendar feature of PrintMaster Plus is similar to stationary and banners, but you will emphasize content more than design, using the feature's ability to add text to the calendar dates. MONTHLY CALENDAR: If you want to make a monthly calendar, you then enter the month and year. Choose them either with a menu or by typing. PrintMaster Plus will accept any year between 1900 and 2099. Next, select either one or two graphics for the top of the calendar. Now choose a font (one size only) for the heading. By default, the program will print the month and year as the heading, or you can select Text to specify another title. You can also choose to Add Text, which lets you add messages for the dates. The number of days you can add text to depends upon which computer you have. The space for letters is very small: about lines of 3 to 6 characters per date. WEEKLY CALENDAR There are two basic types of weekly calendar; generic and specific. The generic calendar prints little boxes so you can write in the dates yourself; the specific calendar prints actual dates. Choose the month and year, then select the graphics and fonts just as you would in the monthly calendar. You can also alter the heading and enhance the dates. The weekly calendar allows more room for these messages. MS-DOS NOTE: You cannot enhance the dates of the generic calendar on this version. BANNERS The Banner feature is perhaps PrintMaster Plus' easiest feature to use. There is nothing like a dynamic banner to get people's attention. Use the Banner feature to make: *Birthday banners *Cheerleading posters *Lemonade stand poster *Bon voyage banners When making a banner, simply select a graphic; the graphic layout options found in the Stationary feature may be available. Now select a font, type your message and print. Banner text is only as long as poster text. You can make longer banners by making them in pieces and taping them together. Since PrintMaster Plus lets you print graphics on one side only, you can make a longer banner by printing two in succession; the first with a graphic on the left, the second with a graphic on the right. USING THE DRAWING PAD The Drawing Pad lets you create your own graphics, either from scratch or by altering any of the PrintMaster Plus or Art Gallery graphics. You can only use the Drawing Pad if you have graphics capabilities that are supported by PrintMaster Plus. CP/M NOTE: PrintMaster Plus does not display graphics, so enter the Drawing Pad via the Project Choice Menu. In the Drawing Pad you can draw and erase, invert and flip your picture or parts of it, and much more. First you must decide whether to edit an existing graphic or start with a blank screen by choosing the option L for LOAD. *This disk: Lets you select an existing picture to edit from the PrintMaster Plus disk *Another disk: This selection lets you choose an existing picture to edit from a data disk, whether one in our own Art Gallery series or one of your own pictures saved onto a data disk. *No Graphic: This choice puts you into the Drawing Pad with a blank work space. To learn to use the Drawing Pad, try loading a graphic from the PrintMaster disk to edit. Upon entering, note that you move around the same as the rest of the program; with the arrow keys, joystick, or mouse, as your system allows. Keystroke based commands are displayed below the drawing pad or on a separate screen. Here are some other ways you can alter pictures: Invert Graphic swaps black and white in the shape. With Flip Horizontal or Vertical graphic symmetry can be easily achieved. Some versions have the Window feature, which lets you move and manipulate parts of your graphic in rectangular windows. Clear Graphics lets you start over with a blank screen; Load Graphics lets you load a new image for editing. Printing and saving your work is also easily accomplished. Use ESC to quit the Drawing Pad and go back to Project Options. In order to help you get the most out of using PrintMaster Plus, we offer this section of tips on designing, printing, and reproducing your PrintMaster creations: *Avoid cluttering your signs or cards. Decide whether graphics or text is most important, and emphasize that. *Avoid overlapping heavy graphics and text. Use the Outline option in fonts in order to make fonts readable over dark backgrounds. Use the Background layout with the pattern graphics or edit your own light-toned graphics for use with text. *Use the preview feature to help you fine tune the positioning of text and graphics in your designs. *Use different sizes of text when possible for punch and content. *For harmonious use of text, use variations of one font or fonts that are visually compatible. To attract attention, use all capitals, but for best readability, use upper and lower case. For the De Ville and Scribe fonts, we recommend not using all capitals. *For greeting cards, consider emphasizing graphics on the cover to attract attention, text on the inside to emphasize the content. *Stationary will probably serve its purpose best if you emphasize your name or other title on either the top or the bottom, but not both. *You can get longer messages onto your designs by using smaller fonts and thinner borders. When printing, align your paper so that the top edge is just above the print head. Use fresh ribbons for final printouts, old ones for drafts. DESIGN TIPS There are several ways to extend the graphic possibilities of PrintMaster Plus. You can print partial designs and run them back through the printer to get more graphics into your designs. If you switch between various colored ribbons, you can achieve some very nice color effects. Printing onto colored paper also adds another dimension to your work with PrintMaster Plus. In addition, the mirror or reverse printing option allows you to make T-shirt transfers. Colored ribbons, printer paper and T-shirt transfers are available at some computer stores, through mail order catalogs and computer magazines. A source for many of these items is found in the Appendix. Many new photocopying machines provide high contrast copying allowing you to cleanly reproduce materials assembled wit cut and paste techniques. Many machines offer reduction and enlargement capabilities or color copying, extending your design possibilities even further. All these options simply make your PrintMaster Plus designs even more original. So experiment, and by all means have fun. APPENDIX - USING A HARD DISK If you have a hard disk for your computer you can set it up quite easily to run PrintMaster Plus. The procedures for doing this is as follows: *Make a directory on your hard disk for the PrintMaster Plus files. *Copy all files on the PrintMaster Plus disk into that directory. *Now, to use PrintMaster Plus, enter the directory and type: PM. *You can create a small batch file to enter and exit the directory before and after using the program so that you will have less typing to do. If you are using an Art Gallery with the PrintMaster Plus program, consult the Art Gallery manual for instructions on using these products with your hard disk. I've left some footnotes in this text that apply to other machines, largely for those of us that have other computers! S.P Originally typed by BEAR of BLOCKBUSTERS (nice crack BEAR) -edited by Sewer Possum for the superlative SEWER DOC DISC SERIES! RAMBO III You are JOHN RAMBO, a veteran with a mission in Afghanistan. Your colleague Colonel Trautman has been captured by the Russians and is being tortured and held captive somewhere in the fort. Rambo's first job will be to locate and rescue him. Along the way you'll have the chance to rescue other Afghan prisoners and confront hoards of enemy soliers. Various objects can be found which will either help or hinder your progress. SECTION ONE As this section starts, you have just broken into the Afghan fort where Colonel Trautman is held. You are surrounded by enimies and so stealth is important. You must search the fort to discover where the Colonel is held, and release him. Along the way you will find various objects to help you, and various traps to alert the guards to your presence. CONTROLS Joystick to move Rambo, fire to use current weapon. SPACE = Inventory screen F1 = Toggle music on/off. ESC = Pause game (ESC again to quit, SPACE to continue) HINTS AND TIPS * The guards will only become aware of your presence if they either see you, or if you make a loud noise, such as by using explosives, or an un-silenced gun. * Once the alarm has sounded, all the guards in your area will seek you out. When they are all destroyed you are safe again. * Rubber gloves make you immune to electric shocks. * Batteries are needed for some pieces of equipment to work. * Look out for switches on the walls. * To deactivate a control box on a wall, destroy it with an explosive arrow. SECTION TWO Having rescued the Colonel, you must escape from the fort. A helicopter stands on the other side of the compound, unfortunately the guards are waiting for you. HINTS AND TIPS * You will get a bigger bonus score for completing this section quickly. * All the guards are out to get you, so shoot first, and ask for their mother's maiden name later. SECTION THREE On your way out of Afghanistan you are surprised by the appearance of a whole task force. You capture one of the tanks and must now race towards the border and freedom. CONTROLS This section is controlled by a mouse. HINTS AND TIPS * Fire in short bursts so that the gun will not overheat. * Shooting at a bunker as you approach it may anybody inside it, which will stop them from throwing grenades at you. * Destroy the commander's helicopter before he gets annoyed. Have fun with Rambo III, Yes, we covered this on DOC DISC 4 too, but what else do you want for free?! This is a more complete walk-through, that retains the humourous elements of the game - without the clinical 'L-R-UP-DOWN' approach. OK, that makes me feel justified in including this....I'll quit wasting space. Oh, and before I forget - look out for our new LANGUAGES COMPILATION DISC and a few other new Sewer things....(bit of an ad there!) S.P SPACE QUEST II Part 1 (NOTE: In this walkthru, "east" refers to the right of the screen, "west" refers to the back of the screen, "north" refers to the top of the screen, and "south" refers to the bottom of the screen.) As our story opens, you, Roger Wilco, sanitary engineer extraordinaire, are doing what you do best -- swabbing an outer deck of Xenon Orbital Station 4. A beep from your wrist watch interrupts your reverie. A look at the watch reveals buttons labeled H, T, and C. Press C. A message from your boss tells you to get back in the station on the double and clean up a mess made by a space-sick passenger in the shuttle. (You get all the most desirable jobs!) Walk up the wall and across the ceiling (Isn't zero-gravity fun?) to the airlock entrance. Stand on the entrance, and in a few seconds you will be transported inside the station. Once inside the station, walk over to the spacesuits on the back wall and take a uniform. Take a moment to check your inventory. You have a filled-out order form for a Labion Terror Beast Mating Whistle, which is ready to be mailed, and a dialect translator. Now walk over to the lockers and open a locker. Take the jockstrap and the Cubix Rube puzzle that you find inside. Exit the airlock through the door on the west side of the room. As you enter the control room, your boss tells you to get over to the shuttle on the double. The other crew persons in the control room aren't inclined to waste time with you either, so you have no choice but to go and stand on the transport lift on the west side of the room. Once you've been lifted to the transport level, walk over to the transport tube entrance and get in. In a few seconds you find yourself in the shuttle bay. Walk down the stairs and enter the shuttle from the rear. HEY! What's going on here?! You don't have much time to think about it before one of the thugs gives you a love tap on the noggin and turns out your lights. When you come to, you find yourself helplessly pinned down inside an asteroid fortress orbiting a forest planet. You are in the presence of a hideous alien who is obviously keeping himself alive by artificial means. The alien patiently explains to you that he is Sludge Vohaul, the evil intellect behind the plot to steal the star generator that you foiled in SPACE QUEST I. Now Vohaul has decided to take his revenge on you and your home world of Xenon. He shows you his fiendish plot to loose thousands of genetically engineered insurance salesmen who won't take no for an answer on Xenon. You quickly realize that humanity hasn't been in so much danger since "Super Car" was canceled, but just right now there's nothing you can do about it. Vohaul's goons hustle you back aboard the shuttle and transport you down to the forest planet to begin serving a life sentence as a slave in Vohaul's mines. But before you reach the mines, the little hovercraft carrying you and two guards runs out of fuel and crashes to the forest floor! When you come to, you find yourself in the middle of a strange forest with one of the guards (who evidently broke your fall) lying quite dead beside you. Search his body and take the keycard from his uniform. The other guard is lying dead in the remains of the hovercraft. A steady beep is coming from the wreck and you realize that it could attract searching guards. Walk over to the wreck, look inside, and push the button. The homing device is now turned off. Exit the screen to the north. Now these woods are strange indeed! (Don't try climbing the trees unless you save your game first!) At some point in your journey through this forest you will hear the sound of another hovercraft searching for you. You can always avoid this hovercraft by quickly exiting the screen that you are on; however, you won't get any points for it, and the hovercraft will return. The better way is to find a place in the dense foliage where your body is completely hidden. Wait motionless for the hovercraft to appear and then leave. This will earn you 5 points and the thugs will not return. Also at some point on this screen, you will hear the sound of a rope snapping and a high-pitched shriek. When this happens, exit the screen near the southeast corner. You will come upon a strange little creature hanging upside down in a hunter's snare. Walk over to the little pink fellow and free him from the rope. Exit the screen to the west and then go up the hill and west. You are now on a plateau with a mailbox at the end of it. Put your Labion Terror Beast Mating Whistle order form in the mailbox's slot. Instantly a genuine Labion Terror Beast Mating Whistle appears on the tray! (Just like the U.S. Mail, right?) Take the whistle and exit the plateau back around to the east and back south down the hill. Now exit the screen to the west. Did the spores knock you out? Well, no matter. Take one of the spores anyway. (They're those pretty little flowers on the ground.) You'll need it. Exit the screen to the northwest. What on Earth (or wherever you are) is this thing? Well, it's alive and it's very hungry as you will learn to your sorrow if you touch any part of it. But this vine creature is also a maze. If you look carefully, you can see that there is clear pathway through the creature leading to the bushes at the north of the screen. You may have also seen the little pink fellow that you freed from the rope gathering some of the berries from those bushes. Maybe those berries are important. Carefully work your way along the path through the vine creature. (HINT: Save your game as you complete each little section of the creature/maze). Now take some of the berries from the bushes. Don't bother trying to eat them, the smell will deter you anyway. Work your way back through the vine creature/maze the way you came, again saving as you go. Exit the screen to the south. Go east and then go north up the hill and east. You now find yourself at the edge of a dismal swamp. And that little pink creature is here again. As you watch, he smears the berries over his body and disappears into the swamp. Take your cue from the little fellow and smear the berries over your uniform, too. Once that is done, enter the swamp and exit the screen to the east. Wow! It's a good thing those smelly berries made you unappetizing or you would have been lunch for that swamp creature. Now that you're safely in the swamp, take some time to explore before leaving. If you walk around the north end of the screen, a little bit east of center, you'll come to deep water where you have to swim instead of walk. When you reach that point, take a deep breath (Important!) and dive under the surface. Under the surface, you'll see an underwater cave leaving the screen to the west. Follow the cave, and you'll find yourself surfacing in a strangely glowing cavern. A quick inspection reveals that the glow is coming from a rock sitting on an altar-like boulder in the cavern. Take the glowing rock. Re-enter the water, take a deep breath again, and dive below the surface. Swim back to the surface of the swamp the way you came in. Then exit the swamp to the east. SPACE QUEST II Part 2 You're back in the clear again, but there's a deep chasm blocking your progress to the east, and there's no where else to go. Better climb that dead tree at the edge of the chasm to get a better view. WHOA! CRAAACK! That tree wasn't too steady, was it? But now its trunk is wedged tightly across the top of the chasm, forming a natural bridge. Crawl across the log and exit the screen to the east. Proceed through the forest to the east and...oops! Trapped again! This time you're hanging upside down, the blood is rushing to your head, and soon you black out. When you come to, you find yourself securely locked in a wooden cage. A big, ugly brute of a hunter is getting a fire ready for his dinner, and you can just guess what he plans on having for his main course! Better think of a way out of here. Wait a minute! Remember that knock-out spore you picked up? Here's the perfect place to use it, but you're going to have to get the hunter closer to the cage, so that you can reach the key when he falls. The best way to get that oaf's attention is to yell at him. If he doesn't respond the first time you call, yell again. OK, that got his attention and here he comes. Wait until he's right next to the cage and throw the spore. Got him! Now get the key and unlock the cage. Open the door, leave the cage, and pick up the rope that's lying on the rock. Then exit the screen to the north. You find yourself at the edge of a plateau. You can see the shuttle platform, where you first came to this planet, off in the distance. But don't try walking that way yet! Moving any distance at all toward the north of the screen will take you right into the guns of Vohaul's thugs. Instead, immediately exit the screen to the west. Walk west through the forest until you again arrive at the chasm. Now the only way to go is down. Fortunately, you have the rope. You can tie the rope to either the stump or the log. Save the game, and try tying the rope to the stump. You'll get 2 points for it. Now climb down the rope and...well, I guess tying it the stump didn't work too well. Tie the rope to the log. Again, you'll get 2 points, but this time things are much more secure. Climb down the rope. Nice situation huh? You find yourself hanging over a bottomless chasm. On the ledge to the east is very large, very hungry looking monster. On the ledge to the west is a cave leading into the cliff. On the whole, the ledge to the west looks more desirable. But how to get there? Climb down to the end of the rope (but not too far), and swing on the rope. Gradually the arc of your swing will get larger and larger. To time when the swing is large enough, wait until the monster starts trying to grab you. Then, when the rope is at the far western edge of its arc, let go. Nicely done! You're safely on the western ledge. Enter the cave. The cave leads off into darkness, but there's no where else to go. So as you enter the darkness, hold the glowing rock. Ah, just enough light to see the passage leading to the west. Follow the passage and...oops! Here we go again -- tumbling down into the darkness! When you reach the bottom, you find yourself back out in the daylight and on the floor of a rock-strewn canyon. And here are a couple of those little pink guys again, telling you to follow them! Before you do, however, take a moment to pick up the glowing rock, which you dropped during your fall. Then exit the screen to the south. You've entered a cul-de-sac on the canyon floor, and as you're wondering where the exit is, the chief of the little pink creatures appears. He thanks you for the rescue of their friend. In return, he tells you to "just say the word" and his people will show you the way out. So type SAY THE WORD. When you do, two of the little creatures push aside a boulder, revealing an entrance to an underground passage. Climb down. Now you're completely in the dark! How are you going to see where you're going if you have to use your hands to grip the ladder? What's more, you can also hear the bone-chilling cries of a terrible cave monster! Well, what are mouths for? To hold rocks, of course. So hold the glowing rock in your mouth. Well, that's a little better, at least you can see where you're going. A little exploration would reveal that this underground complex is really a maze of vertical ladders intersected by horizontal tunnels. But who wants to explore when there's a hungry monster after you? So here's the quickest way out: Climb down to the first intersection. Crawl east to the next intersection. Climb down to the next intersection. Crawl east to the next intersection. Climb down to the bottom of this ladder. Crawl east to the next intersection. Climb down to the next intersection. Crawl west to the next intersection. Climb down to the bottom of this ladder. Crawl west two intersections. Climb down two intersections. Finally, crawl east all the way out of the tunnel. You're now in a cavern through which a beautiful, sparkling stream flows. Enter the water and follow the stream off the screen to the east. Keep following the stream as it winds around, until you have to choose between branches that flow to the left and the right. Choose the branch to the right (the left one leads to certain death). You will find yourself being sucked into a whirlpool, and you emerge from the whirlpool considerably rung out but none the worse for wear. At last you're back in the great outdoors. Go east and leave the pond. You can now see the bottom of the shuttle platform very close by, but impenetrable stone walls prevent you from getting to it. This is a situation that calls for some outside help. Remember your Labion Terror Beast Mating Whistle? Now's the time to blow it. Sure enough, here comes a Labion Terror Beast blasting a hole right through the wall! At this point, if you don't have the Cubix Rube puzzle, get back in the water and move off the screen before the Beast reaches you and tears you apart. If you do have the puzzle, throw it to the Beast. This will earn you 10 big points. While the Beast is "puzzling" over the puzzle (or after you return from the water) head for the opening that has been blasted in the rock wall. Before exiting the screen, pause to take one of the small rocks in the pile of rubble at the opening made by the Beast. Finally exit the screen to the north. Now the shuttle platform, with its promise of escape, looms before you. But spoiling the scene is one of Vohaul's guards patrolling the lower level of the platform. Using the bushes as a screen, wait until the guard is out of view, and move to a hiding place behind the forward set of bushes. At this point, if you do not have the jockstrap, time the guard's movements so that you can move under the platform to the door on the right platform leg without the guard seeing you. You won't get any points for this, but it works. If you do have the jockstrap you can use it to throw the stone so as to distract the guard and then move to the door. This will net you 10 points. Better yet, you can remove the menace of the guard permanently by using the jockstrap to throw the stone AT the guard, hitting him in the head and killing him. In order to make sure of your shot, wait until the guard pauses at the center of his catwalk, then throw the stone at him with the jockstrap. This will net you 20 points. Once you have reached the platform door, insert your keycard and enter the elevator. When you arrive at the top of the platform, much to your surprise (and relief), you find an empty shuttle waiting for you. Walk around to the rear of the craft and enter the shuttle. Once seated in the cockpit, look around. You see an instrument panel before you and a throttle control between your legs. Look at the instrument panel. You see a power button, an attitude control dial, and an ascent thruster button. Press the power button and you see all the monitor screens light up. Turn the attitude dial. The game will inform you that the controls are now set at VAC (Vertical Attitude Control). Press the thruster button, then look at the monitor. It will inform you that thrusters are ready. If you have a joystick, pull back on it (or press the "down arrow" cursor key), and the ship will lift off. Hold the joystick back, until the game informs you that you are off the planet. When a computerized voice tells you that minimum altitude has been achieved, turn the attitude dial again. It will now be set at HAC (Horizontal Attitude Control). Push the joystick forward (or press the "up" cursor key), and the shuttle will begin moving forward. This won't last long, however, because suddenly all the monitor screens are filled with the image you least wanted to see -- the ugly face of Sludge Vohaul! He gleefully informs you that he has taken control of the shuttle and that you are now on an automatic journey to his asteroid fortress. Nothing for it now, but to hang on and enjoy (?) the ride! Enter choice !3 SPACE QUEST II Part 3 When you step out of the shuttle inside Vohaul's asteroid complex, you're surprised to find that there are no guards there to greet you. In fact, the complex seems completely deserted. But you know that Vohaul must be watching. Anyway, you still need to work your way out of this mess. Taking a look around, you see that the shuttle platform seems to be suspended in space, with catwalks leading away from it to the east and to the west. A stairway leads down to the south. Above you, another catwalk, which seems inaccessible, crosses the shuttle bay from west to east. Take the east catwalk, and exit the screen in that direction. You find yourself at an elevator. Enter the elevator. Look at the elevator. You see a read-out, currently reading Level One, and a panel. Look at the panel. The panel contains a row of buttons. Look at the buttons. The buttons read "one," "three," "four," and "five." Press "three." In a minute, you find yourself at the end of long corridor stretching away to the west. A note of caution about these corridors. Periodically, you'll see an odd contraption moving along the corridor toward you. These are automatic floor waxers, and if they catch up with you, they'll ground you into a thin sheet and turn you into part of the floor. If you see one approaching, move immediately into a doorway or elevator opening and wait for it to turn around and go back in the opposite direction. Walk down the corridor. After crossing a couple of screens, you arrive at a door in the corridor wall, with a button beside it. Hey! You, of all people, would recognize a janitorial closet anywhere! Press the button and enter the closet. Looking around in the closet, you find a plunger. Take the plunger, exit the closet, then walk all the way to the far eastern end of the corridor. Enter the elevator you find there and press "four." When you arrive at level four, you find another corridor stretching away to the west. Walk down the corridor. Sure enough, you come to another janitorial closet. Enter the closet and take the glass cutter that you find in there. Continue west down the corridor. You soon arrive at restroom entrances, labeled with male and female signs. Take either entrance -- they both lead into the same restroom! In the restroom, amid the rather alien plumbing, you see an empty stall at the back of the room. Enter the stall and close the door. What you do in the stall is your own business, but be sure to take the toilet paper with you when you're done. Exit the restroom and walk to the far western end of the corridor. Enter the elevator and press "five." Exit the elevator on level five and walk east. Once again you come to a janitorial closet. Enter the closet and take the wastebasket that you find there. Pick up the pair of overalls that is hanging in the closet and an object falls from the pocket. A quick inspection reveals that the object is a lighter. Take the lighter and exit the closet. At this point, the safe play is to walk immediately west from the janitorial closet back to elevator you came from. If you wish to see what lies to the east, you won't get any points for it, but it is amusing. Be sure to save your game first. Those huge arms sticking out of that cage will bash you if you get too close, so be sure to stick to the south side of the corridor. Proceed east and...what's this? One of the cages is opening! And emerging from it is a nightmare creature that looks like it escaped from the movie, "Alien"! At this point, you have no choice but to hurry back to the west as fast as you can. Don't let the alien monster catch you and kiss you! If you do, later in the game you'll wind up just like John Hurt in "Alien" (talk about a stomach ache!). Head straight for the elevator and press "one." Back on level one, return to the shuttle platform, and proceed down the stairs to the south. As you pass through the doorway at the bottom of the stairs, the door seals shut behind you! Move to the west and a barrier pops up barring your way! Try moving east and another barrier pops up trapping you! As if that weren't bad enough, now the floor is moving out from under you, threatening to dump you in a pool of corrosive acid! Don't panic! Wait until the floor is almost out from under you, then stick the plunger to the barrier. That's the way to hang in there! Wait until the floor slides back into place, then let go of the plunger. The barriers slide back into the floor leaving you free to move. But before you can very far in either direction, you run up against a very formidable obstacle: Walbots! These electronic monsters are instant death if you let them touch you, but there is a way to defeat them. First, when one of the walbots starts to come after you, retreat to the center of the corridor and exit the screen up the stairs. When you go back down the stairs, the Walbot will have returned to its resting place. Now examine the ceiling of the corridor. The only thing of note up there are fire sprinklers. But water and electronics don't mix! And you have the means in hand to get those sprinklers sprinkling. Put the toilet paper in the wastebasket, and then drop the wastebasket. Light the toilet paper with the lighter, and in a few seconds the sprinklers will start flowing. Snap! Crackle! Pop! You've shorted out the Walbots! Now proceed down the corridor and exit the screen all the way to the east. Suddenly, here you are in Vohaul's command post! The evil one himself is sitting on his raised platform in the center of the room sneering at you. Surrounding the room are the tubes containing the dreaded insurance salesmen, but right now all your attention is on Vohaul and getting your hands around his fat neck. You start up the stairs to his platform, but just before you can reach him, you're zapped by a strange energy beam. (Don't panic, this is not the end of the game!) When you rematerialize, you find that you've been reduced to the size of a mouse and that you're trapped in a glass jar on Vohaul's control console! Vohaul gloats over your predicament, then proceeds to ignore you as he launches the insurance salesmen! Now's your chance. While Vohaul is ignoring you, cut the glass with the glass cutter. Walk over to the vents in the console immediately to the west of the jar and climb in the vent. Bingo! You've found Vohaul's life support equipment! If you look carefully behind that large pump, you'll see a large, red button. Press that button. You did it! You've shut off Vohaul's life support! He's a goner! Now climb out the vent. In his death throes, Vohaul utters a final curse at you and flips a switch. That action started the asteroid's self-destruct sequence, so now time is of the essence. Exit the screen along the narrow path in the southwest corner. You find yourself at a control console with a switch on the back and keyboard. Walk over to the switch and pull it to the on position. The read-out is now asking you "Enlarge or Reduce?" Of course, you want to get larger, so type "enlarge." Now return to the glass jar immediately. In a few seconds, you're back to normal size, standing beside the dead carcass of Vohaul, which is sprawled across the floor. A flashing monitor draws your attention. A look at the monitor reveals that the clone launch can be aborted if you enter the abort code. But what is the code? Search Vohaul's body. Aha! There it is: "SHSR." Return to the monitor and enter the code. That takes care of the insurance salesmen, but you still have to get out of here alive. Exit the screen up the stairs to the east. Now you're in a long tube on the exterior of the asteroid. Near the entrance to the tube is a panel. A look at the panel shows that it contains an oxygen mask. Take the mask (you will automatically be wearing it). Follow the tube where it leads you, around to the east and then to the south. Good thing you were wearing that oxygen mask when the tube cracked! Exit the tube to the south. Drat! Here you are in another of those featureless corridors, and you've got to get off this asteroid before it burns up. The way out is to the west. Walk west about three screens and there it is: The escape pod bay! Unfortunately, blocking the way is the nattiest looking robot you've ever seen, and it has the name "Marrow-matic" written on it. You can just guess what that means! And now the "MM" has sensed the presence of your marrow and is coming to get it! Not to worry, you can work your away around this refugee from "RoboCop." When the MM starts to come after you, exit the screen to the east. Make sure the MM follows you onto the next screen, then hoof it all the way to the eastern end of the corridor. Make sure that the MM follows you all the way (just don't let it catch you). Keep going through the glowing portal at the end of the corridor. The MM won't follow you through that. Keep going all the way across the catwalk that stretches across the shuttle bay and continue through the glowing portal at the other end. Continue down the corridor in an easterly direction and you'll finally reach the escape pod bay from the other side. And thanks to your artful dodging the MM is nowhere in sight. Proceed to the first pod on the left, and press the button next to the hatch. When the hatch opens, enter the pod. Take a quick look around. You see a control panel. A quick look at the control panel, reveals a launch button. Press the launch button. Congratulations! You've saved your planet and escaped the asteroid! Just as you're contemplating how sweet it is to be a hero again, a rude beeping from the control panel informs you that the pod is running out of oxygen! You try the oxygen mask, but it's empty. Hastily looking around the pod, you see a sleep chamber against the right-hand wall. Oh well, the deep freeze is better than asphyxiation! Walk over to the sleep chamber and open it. Enter the sleep chamber and settle down to a nice, long nap until.... What? We'll just have to wait for SPACE QUEST III to find out! Typed by H.M Compiled by Possum for DOC DISC 6 (Check our DOC DISC 1 for complete playing instructions) STARGLIDER II - The Solution! It's a good idea to familiarise yourself with the controls of the Icarus by simply flying around for an hour or so. In this time you can observe the layout of the Solician System, the position of the planets and the moons and the locations of the more obvious objects that are needed. When you are ready to begin the mission, restart the game from scratch and fly to one of the tunnel entrances on Apogee (85-52 or 82-34). Follow the tunnel and head for the hangar at 67-30. Here, the Apogean technicians ask if you want them to build you a neutron bomb. You wont get very far if you don't so answer 'Y'. They then provide an interplanetary shopping list of the items required. Many of these are simply collected from sites around the system, while some are obtained by traiding with the Solicians at other underground depots within the system. Alternatively a few sorties amongst pirate ships can also prove to be extremely worthwhile; smaller objects such as Castrobars and Vistan wine can be collected using the tractor beam from the floating debris of a recently blasted pirate vessel. Collecting these items is relatively simple - it's more a matter of time than trouble.However, constant attacks from the Ergons have to be fended off, and the Icarus' shield will need to be replenished from time to time. The easiest way of doing this is to collect asteroids from the asteroid belt around Apogee and Milliway. However, this can be slow and a fiddly process; if you are in dire need of energy, fly along the power lines that are found on most of the planets (there's on Apogee that runs from 54-00 to 54-90). If you happen to hit one of the pylons and the power stops simply fly into space. On your return the pylon has been replaced and the powerline is back up and running. Although the Icarus can be refuelled by skimming, this method leaves a lot to be desired: more often than not you find the display panel dripping down the screen. It also takes a lot longer than any of the other methods, and leaves you under constant attack from space pirates. Volcanoes are similary dangerous: if the Icarus drops too low, there's a good chance ofbeing damaged by one of the large molten rocks that are constantly being ejected from the volcanoes mouth. Defending yourself from Ergon attack is made a lot easier by having fire and flee missiles at your disposal. These are only available from the high technical level depots on Milliway's moons (located at 55-04). Four are available at a time and are simply collected by using the tractor beam. The Icarus can also be repaired by fling into the same depot on Wackfunk (WACKFUNK?? TRY THIS WANKFUCK!! an anagram!! **H**). Here the technicians give the ship the once over for exchange of goods of any description. The Ergons soon start bulding their defensive beam weapons on the moons of Milliway. To avoid the Icarus being vaporised before getting anywhere near the space station these installations have to knocked out with bouncing bombs. The bombs are available from the depots on Castron (located at 05-00 and 66-00). Again four are waiting to be picked up, and are simply installed in the Icarus by using the tractor beam. Obviously, it is difficult to knock out all of the installations, but as long as there are less than seven beam weapons active, the Icarus is safe to launch it's final assult on the Ergon space station. Re-fuel the Icarus, re-arm with missiles and beam the neutron bomb aboard- this should be sitting in the Apogean depot waiting to be collected. Set a course for the yellow moon of Q-Beta. When the Icarus is near, the 'moon' dissapears to reveal the partialy constructed space station protected by six sentinels. These must be destroyed using fire and flee missiles, which in turn means a return trip to the moons of Milliway to restock. Having cleared the Ergons last line of defence, select 'Neutron Bomb', aim up the crosshairs on the station and let rip. Mission comlpete. T H E O B J E C T S N E E D E D PROFESSOR HALSEN TAYMAR - The prof is 'burning rubber' in an Emma - 2 hover carr on the surface of Broadway. His driving is rapid and erratic; it may take a while to get him locked in the tractor beam. Because the tecnicians on Apogee can't start the bomb without him he should be the first on the list. CASE OF NUCLEAR FUEL - Nuclear fuel can be found lying around on Aldos, at various locations (e.g 75-09). The case should be no trouble to find, but if a spare Icarus pilots couch is at hand it can be swapped for a case of nuclear fuel on Esprit. CRATE OF CASTROBARS - Castrobars can be 'stolen' from pirate vessels, or obtained on castron (depot at 66-00). Trees are readily available on the surface of Enos. CASK OF VISTAN WINE - Again found in the cargo hold of pirate vessels or obtained on Castron (depot 5-00) by swapping it for a bouncing ball. LUMP OF MINERAL ROCK - Simple: go to Q-Beta - there are plenty just dotted around the landscape. In the unlikely event that they cannot be discovered, the Solicians on Apex will provide one inexchange for a pyramid. These are to be found on Enos (24-12) and Vista (23-74). ASTEROID - The asteroid belt is to found situated between the orbits of Milliway and Apogee ( flying through this area with stardrive active is fraught with danger: the ship is continually brought to a halt when you hit one of the large rocks. To lower the chance of collision move the mouse in a circular motion while flying along). FLAT DIAMOND - These are available from the Solicians on Questa, as long as they have an Ergon Mechanical whale in return. The whales are to be found swimming in the upper atmosphere of Milliway, travelling between Q-Beta and Aldos and also near the planet Castron. CLUSTER OF NODULES - There are plenty of these dotted around the surface of Dante. However, they can be obtained in exchange for en Ergon Mechanical Duck from the Solicians on Synapse. The ducks are usually to be seen whenever space whales are around. ERGON MINI ROCKET - The Ergons disreguarded weaponry is to be found at a number of locations, such as Castron (87-50), or Aldos (22-10). The rocket can also be purchased for the bargainn price of one asteroid on Westmere. MAGAZINE : THE ONE Edited by Sewer Possum for DOC DISC 6 SUNDOG HINTS. Original author unknown. * marks comments by Alex Leavans ** marks remarks by Bruce Webster, author of the original Sundog Edited into shape from BIX messages by Neil Harris. 1. Character Generation If you are going to make a try for solving Sundog, it's best to create a new character. When buying abilities, take a lot of Charisma and Luck...it helps when avoiding the 'nasties' who plague the game. ** Actually, I prefer a high Dexterity--it'll help you with both space and ground combat. I usually set it at 70-75, Charisma at 60-65, and the rest in the 50-60 range. 2. Use of Shunts To conserve as many of your hard-earned credits as possible, replace all the missing or broken pieces in your ship as possible with shunts. Certain pieces are un-shuntable, so some purchasing is necessary. * I have to disagree. To get maximum performance, you want all the parts in your ship to be of the highest quality. If you make do with shunts, you're going to be in a much tougher situation if you need to run or fight. ** Use shunts. (Snicker) Do it. I dare you to. It's a great way to commit suicide. Point 1: each system has functions that disappear as it takes damage and the overall level of the system drops. Using shunts pushes you towards those lower levels. Point 2: shunts are less than stable. Want to see something interesting? Take a particular system (such as ship's guns) and load it up entirely with shunts (except, of course, for the control nodes). Buy some cargo (so you'll be attacked), lift off, start a sub-light move to the opposite side of the solar system, then run back to the guns repair bay and wait for a pirate attack. Then watch what happens. _That'll_ cure you of overusing shunts. 3. Auxiliary fuel Now, fill up on fuel and repair your ship, but don't buy auxiliary fuel, as this will take up space in your cargo hold. ** On the contrary, if you're a novice and not good at defending yourself against pirates, you should _always_ buy aux fuel. It cuts into your profits, true, but it beats the heck out of losing several thousand credits' worth of ship's parts or just plain losing. _I_ still buy aux fuel a lot, _especially_ if I'm going into dangerous territory, such as Woremed (see below). 4. Money in the bank Take out all your money from the Bank. * I disagree. Take MOST of your money out of the bank (at least on Jondd, but leave a couple of credits in the bank. ** I disagree. If you're going to a specific system, use the Transfer function to move lots of cash there. But avoid carrying large sums of cash any longer than you have to. Few things more aggravating than withdrawing 50K credits from the bank and immediately running into muggers who don't buy the "Claim no cash" ploy. Buy a lot of extra food (don't over-do it though) and store it throughout the numerous lockers aboard your ship. 5. Weaponry * One of the first purchases you should make is a shield and a scattergun. And, like it says in the ad, "Don't leave home without them". ** Better yet--at least, at first--buy two or three shields (since you can get them most anywhere) and forget the scattergun. Two shields in good shape will let you outrun just about any group of attackers. Be aware that each shield can only take so many hits, just as a scattergun has only so many shots. A stinger is harder to use, but it never runs out of shots. 6. Fly to Woromed Now you should Warp over to Woremed, where they have the best illegal equipment credits can buy. If you don't know how to warp yet, then don't use these hints...get familiar with the game first. ** Actually, the best system to do wheeling and dealing in is Glory, since (1) it has three planets to work with, and (2) it has a high law level, so pirate attacks are less common than in other systems. ** A simple hints: if you're going to Woremed, *don't* carry cargo. It's one of the nastier system around. Just take (or transfer) some cash, go there, buy what you need, and leave. 7. What to buy on Woromed Once on Woremed, peek in the Bank and see if there is any more dough stashed there...a litle more money couldn't hurt. Find a bar, and ask the bartender for Information about Buying a Cloaker and then a Ground Scanner. Replace a Cryofuse in the force shield with the Cloaker, and replace a Scanner in Pilotage with the Ground Scanner. The Ground scanner lets you see a few cities missing from your maps as well as land directly at them (rather than having to drive around in your little land cruiser, ne' pod), and the Cloaker makes you invisible when the cloaker is activated. ** I seldom buy a cloaker; I prefer concentrators and autoslews, so that I can entertain myself with blowing the pirates away. Better use of fuel, though you do run the risk of damage. * Another device that you will want to have is a DeCloaker. This negates the effects of other people's (namely pirates) cloakers. This device is available in a bar in the city of Banville (which is the religious colony that you are supplying.) You'll have to wait until the colony gets sufficiently developed for the bar to appear (it's the purple building that looks kinda like a moldy moon pie...), but once it does, buy that DeCloaker! The DeCloaker replaces a j-junc module in the tactical display. * A second note: I've found that it's a really useful idea to buy TWO of each of the items-->ground scanner, cloaker, and decloaker. Install one of each of the devices where they belong (don't worry about putting them in wrong, they won't fit anywhere except where they're supposed to go). Now put your spares in the parts locker. This will save your buns at some future date when a pirate blows out one of your hard to obtain and very expensive parts. And believe me, it's gonna happen. It's better to spend credits NOW, when you're in the right spot, and can get what you need, than be stuck later, without what you need. ** (Snicker) Ever noticed how often those special, illegal, expensive components seem to blow when you're attacked? A real shame, isn't it? I not only keep spares, I take the darned things out when they're not in use. Why risk a ground scanner during an in-system transit? You can *always* land at the starport, plug the GS back in, then go to the city of your choice. 8. Explore the planet Start your wheelings and dealings on Woremed...might as well, since you happen to be there already. Buy as much as you can, and fly to another city by selecting Navigate and choosing City To City. Sell, everything you have, because this is the only way for you to get credits to finance your mission. (Of course, the old capitalistic creed applies--buy low and sell high!) Check to see if the warehouse has any Cryogens, and take note of whatever else is there too. Don't buy any goods now, but collect the Cryogens and take them back to Jondd. One of your last actions should be to to pick up all the cash that is left on Woremed...there are other means of banking, but direct cash transactions are easier and less bothersome. ** Don't take all the cash; it's usually a good idea to leave a little on each system for emergencies. And the best way to get it back to Jondd is to use the TRANSFER function at the Uniteller. If you don't take your dough with you, then you won't have anything at all back on Jondd. REMEMBER! When you buy or sell something at the exchange, the cash is deposited to the bank, and NOT to you personally. So be sure and withdraw all your cash before you leave! * Be careful, though! Carrying large amounts of cash on you is a good way to attract muggers! If you get the little blue box that shows someone is approaching you, run for it! You have better than a 50% chance of getting away. I have never met anyone yet in those encounters that meant me any good. (Mind you, some of them didn't actually do me any harm, but...). If you get stopped by muggers, bluff. Claim no cash. About 2/3rds of the time, this works, and you get left alone. If they attack, run for it. That's what you bought your shield for. (It only takes a limited number of hits, though, so be careful not to get complacent). If there are only a few of them, you can choose to duke it out. This is where a scattergun becomes important. A stinger won't do much of anything. A scattergun will level your attackers much more easily. Search your attackers, as they will sometimes be carrying things of value. ** A scattergun only has 7 shots, while a stinger has an unlimited number. If you want to go picking fights, the best combo is two shields, a scattergun, and a stinger. Keep the scattergun in your hand (upper right location); when it runs out, it'll automatically switch to your stinger. 9. Back to Jondd Once you get back to Jondd, buy a LOT of food, which you will need while travelling in the wilderness. Leave Drahew, and hunt around for 'The Lost Colony', known as Banville Center. Once found, your Ground Scanner will store its position in memory, and you will be able to land there directly. Visit their warehouse, and find out which goods they need. Remember to store your cryogens there, too. From here on, it's just a matter of finding where the goods Banville Center needs are. Just keep flying around picking up credits and the needed goods. 10. Evading Pirates However, a certain 'low class' element also roams the spaceways...pirates! When faced with pirates (you will hear the alarm, believe me) select Tactical. The least damaging (to you) method of dealing with the buccaneers of the spaceways is to wait for them to close in (your ship is moving...remember that) and try to Communicate. Refuse to deal with them, and Bluff. This usually doesn't work, so if not, select Cloaker from the menu, which will make you effectively invisible. When the pirates reach the center of the screen, they will warp off; now shut off the Cloaker as fast as possible...its a real gas guzzler. The pirates will leave you alone if your cargo hold is empty, or carrying cryogens. * Also, remember: while you're in sublight, from planet to warp point or vice versa, your warp drives can be charging. This means that once you hit the warp point, you can just blast off, leaving the pirates in the dust. ** Actually, if you want to really be tricky, you can fully charge your warp engines while sitting on the ground--then run over to the fuel depot and "top off" your tanks. Also, did you know that you can warp any time after leaving orbit? That little number in the upper left corner of the pilotage shows you the probability of making a successful warp at that moment. If it works, you arrive at your target system, but your location will vary to either side of where you were at when you jumped, with a greater variation for being more "in-system". If it doesn't work, you have to select a destination and start the warp engines charging all over again. * With the cloaker on, some pirates will wander off of your tactical display. A good rule of thumb is, if you can't see them, they can't see you. Some pirates (most notably the larger vessels) will NOT go away. They will fly right up to you and stay on you. AS LONG AS YOU HAVE YOUR CLOAKER ON, THEY WON'T FIRE. This makes for some interesting situations, when you're low on fuel, and coming up on a planet... * Because the only time you can get nailed by pirates is while moving planet to planet or warp point, choose your warp points with care. Use the maps, and figure out EXACTLY where you want to go to. Then pick the shortest route.... ** Different systems have different law levels. The lower the law level in the system, the greater the probability of being attacked (on the ground or in space). In a system with a low law level (like Woremed), you want to either avoid carrying cargo or choose the most direct route possible. In a system with a high law level (like Glory), it's not so critical to be direct. Also, in a multi-planet system, you can use the planets as stepping stones. 11. Fighting Pirates If you are the more agressive type, and hate to see these pirates walk all over you, then you'll want to pick up on Woremed a Concentrator and an Autoslew. * The concentrator is available at the same bar(s) on Woremed that all the other stuff is. I STILL haven't found an Autoslew. Put the Concentrator in your gun panel, and the Autoslew in the tactical panel. However, pirates don't work alone as a rule, but you do...they have the advantage on number, so don't push your luck. If you feel like a fight once in a while, then go ahead, but don't make it a habit (unless you happen to be Buck Rogers, Luke Skywalker, or Han Solo). ** Heck, I _like_ fighting pirates. In a number of systems, you can get bounties (of up to 5000 Cr) for blowing a pirate away. Better yet, cargo will often be detected in the wreckage, and you can use the tractor beam to bring it into the pod...*if* you have a free slot. If you don't, you can always jettison what's there, but you don't have long to make that decision, and you won't know 'til you bring it on board what you've got. ** By the way, as you destroy or chase off pirates in a given system, you gain a "reputation" which makes them less likely to attack you. ** If you want to fight, this is also a good time to pop a dexboost. That'll up your DX to 100 (temporarily) and make it easier to hit those suckers. Weapons preference is a matter of personal choice; I prefer lasers and have enough experience (I wrote the $*#&$ code) with it to defend myself. 13. Shields * It also takes a couple of seconds for your shields to charge--so when you're flying in space with valuable cargo, first thing to do, after you've selected your sublight destination (and possibly warp point), is to put up those shields! ** A waste of fuel. I usually don't put up my shields until I hear the alarm or see the attack indicator (upper left corner of the pilotage) turn red. If I'm feeling nervous, I'll sit in the TACTICAL display, in the SHIELDS menu, ready to hit the SHIELDS FULL button should I be attacked. Sometimes, though, I won't even put up the shields until *after* I've done a COMM with the pirates. 14. Colonies & Trade Goods (see list at end of article) * One thing is almost certain--if you need it for the colony, then you won't be able to buy it on Jondd. ** Actually, in a given game, each planet has a list of supply and demand values for all the trade goods--and no planet has (to my recollection) all of them available. Supply and demand is modelled on a city-by-city basis, but each city tends to recover towards the planetary levels. There are 18 different sets of values, and they are randomly distributed among the planets at the start of a new game. For that matter, more often than not, you can complete the first phase of construction in Banville without ever leaving Jondd (or, at least, without leaving the system). Which, of course, is a great way to eat up your "seed" money. ** Each solar system has three levels: law, tech, and wealth. Law affects frequency of attack (in space and on the ground) and also affects what illegal items are available in bars. Note, though, that it is possible to be offered, say, a ground scanner on Jondd by someone in the street. However, you have to be willing to endure beggars and muggers for quite a while to find something like that. ** The tech level affects the price of tech-based trade goods (I leave it as an exercise to the reader to figure out which goods are tech-based). It also affects the range of ship's parts available in the stores. ** The wealth level has a general impact on the price of goods but that's just one in a series of factors determining what the cost of a particular cargo is (along with supply, demand, quality, tech level, and whether or not you're in a starport). Want a measure of a system's wealth level? Buy a glass of ale and look at the price. ** For those of you who thought you were going nuts: yes, some of the planets actually move during the course of the game. 15. Needs and the Pod * Make your list of items currently needed by the colony. Fly around Jondd to the various cities, and if you see something at a good price, BUY IT. You don't know when (or if) you'll see it again. First thing to do is store it in the pod. If it won't fit because you've already got stuff there, store it in the warehouse, and come back for it after you've dropped off your current load. If the various cities on Jondd don't have what you need, the next alternative is to try Heavy. This is a local flight, but don't let that fool you--pirates are as ready to hassle you here as anywhere. A good strategy is to fly to Heavy, pick up one of the items you need, which will fill one space in your pod's cargo bay. Use the other space for a load of fuel. Fill up your ship at the spaceport, so that what you have is a full tank, and then a reserve tank (in the pod). (By the way, I assume you've bought a cloaker...) Now, fly back to Jondd. It's almost certain that a pirate is gonna bother you. The reason for the extra fuel, is so that when you hit 'Cloak' you don't have to worry about being stranded in space, out of fuel. (Which will make you a sitting and very dead duck). Leave your cloaker on until you hit Jondd, then simply go to Navigate, and land at the colony. Don't bother turning off your shields or cloaker--the landing sequence will do that automatically. The key issue is to avoid getting hit by the pirates--so leave your shields up! * When buying things at the exchange, don't necessarily buy something the first time you see it. Quite often the same item, but of varying quality, will be offered for sale more than once. When buying for yourself, (i.e., to make a profit), buy the highest quality available (I generally don't buy below a 'C'). When buying for the colony, buy the LOWEST grade of merchandise possible. [I try not buy above a 'E']. (They will accept anything, and what's the point of paying 10,000 credits for grade 'A' gems/crystals, when you can buy grade 'G' for 3500 and keep the extra 6500 yourself?). Anyway, at any given exchange at any given time there are only about 8 or 10 things that are for sale, and they cycle through the list. Don't be scared about missing something, and so buying it the first time you see it. Often, the same item (different grade) will come up a few items later, so cycle through everything before you make your purchases. This can often save you credits! 16. Hints & Tips * The only safe places to sleep are a hotel, your ship, and your pod. Sleeping in a bar is a good way to get robbed of everything on you! Your pod, also, can be ransacked. This may happen if you park it on the street, or in an unguarded parking space. Guarded parking lots (the ones with spaces and a little white guard building) are safe. * There will be certain planetary systems that you can't get to, initially. THIS IS NOT A BUG IN THE GAME. There is a way to solve this problem. But it will cost you money, a lot of money. In sum, 200,000 credits. So DON'T get to the end of the game with a small amount of money, because you will NEED lots of capital to finish the game. So sharpen up those trade skills! ** For those of you wonder how the score is calculated and what it means: don't ask me. That was added for the ST version, and I haven't figured it out, either. List of Cities and Trade Goods: (*=Starport) SYSTEM PLANET CITY TRADE GOODS Jondd Jondd Drahew* Antimatter Oddburg Art Objects Esposito Biochips Darvilton Cadcams Dramming Chronographs Heavy Lightning* Clothing Ft.Ligon Comgear Ft.Savon Droids Lafser Tcana Ifwerl/Tennow* Exotic Metals Storel Fruits/Vegetables Glory GloryI Lagosal* Furs/Silks Abran Gems/Crystals Abundan Gold Paran Grains/Cereals Corian Handweapons GloryII Fielno* Meats Gennewa Nullgravs Jemba/Loth Organics GloryIII Dark* Pharmaceuticals Shoot Shoot Shoothan* Radioactives Knuth Rare Earths Temlonton Seeds/Sprouts Waslat Spices/Herbs New Shoot New Shoot N'Waslat* Silichips New Tenal Stock Embryos Wildera Stimulants N.Shooth Sunsuns Tram'el Synthesizers Edrired Wood/Fibers Hell Sheol* KolManDaa Kala Man* Daa New Davya  Chalne'ij Sosai D'helro N'ljones* J'behjon N'kander Woremed W'orrad Sheshco* Aylika Zadansa Alram Jadul Krakorus Malesti* Illdono Pelako D'esgid Ferr Ferr Ferring* Lonax Barnum Bantin Ferrwyck Industron* The Mines Snowball Icebox* Enlie Enliah Plepa* Tuie Hepah Hepah Arlenair* Velanie Essoit Brought to you by THE TOAD for SEWER SOFTWARE....... TOP GUN You are Maverick, a top fighter pilot in the Navy. Your F-14 Tomcat is a high powered, highly manouverable craft equipped with machinegun cannon, Sidewinder missiles and high heat magnesium flares. Take off from your aircraft carrier and engage the enemy fighter plane in a deadly,high tech dogfight. Use both flight and radar to locate your enemy's position. Test your reflexes and accuracy as you climb, dive bank left and right to line up the enemy craft in your cannon or missile sights - then fire! Full aircraft instrumentation keeps you on top of your aircrafts status. In a one player game, you are provided with three aircraft. The computer controls the enemy fighter plane. Your mission is to destroy three enemy aircraft without losing more than two of your own. If you're successful you'll move on to a new mission, one in which you'll encounter faster and more manouverable enemy craft with better pilots. If you lose all three of your own aircraft,you are destroyed. In a two player game, each pilot is issued with three planes.The pilot still flying after shooting down the opponents three planes is the winner. If you want to practice before you take on competition,a good method is to choose the two player and play by yourself. Because the unmanned enemy craft just flies harmlessly along, you can get used to the F-14's controls and weapons without having to worry about enemy attack. TAKEOFF After selecting a one or two player game, press fire to continue the program. You'll see a split screen view of both your aircraft and your opponents aircraft taking off. ( You may exit the takeoff sequence by pressing fire)Each time a plane is shot down the scoring screen appears. Press the fire button to continue the program from the scoring screen. When a game is over, press the fire button to continue. Note: You need to select one or two players before each game starts. COCKPIT LAYOUT After takeoff, you'll see a splitscreen that gives you a pilots seat perspective inside the cockpit and through the canopy of both your aircraft and your enemys. The joystick in port 1 controls the cockpit on the left side of the screen. At the top of the screen are two rectangular boxes.The one on your left is your altimeter,the one on your right is your airspeed indicator. There is a dotted line going across the screen - this is the artificial horizon,and in the middle of the screen is either a cross hair sight, a square sight or no sight, depending on what you currently have armed. Cross hair-Cannon, Square sight-Missile , No sight-Flares. Down at the bottom of the screen are a lot of boxes.Top on the left,with a picture of a little plane is the climb/dive indicator. Below that is your cannon temperature.To the right of that is your damage indicator.The big box in the middle is your radar, your aircraft is always in the middle. Above the radar is an arrow,which indicates whether the enemy is above or below you.The box to the right of that is the thrust level indicator .There should be two boxes to the right of that. The top one shows which weapon you currently have selected, and the one below that is the missile lock countdown indicator. AIRCRAFT CONTROLS Note that when banking the aircraft, you can increase the rate of turn by climbing at the same time. PLAYER ONE  PLAYER TWO Increase Thrust Control Clr/Home Decrease Thrust Shift (left key) Insert Select Weapon Alternate Shift (right Key) Dive Dive/Bank left Dive/Bank right \|/ Bank left -- -- Bank right /|\ Climb/Bank left Climb/Bank right Climb Press fire to activate chosen weapon AIRCRAFT WEAPON AND DEFENSE SYSTEMS Your F-14 is equipped with cannon, Sidewinder missiles, and for defense, flares. A weapon (or flares) must be selected as the active device before it can be fired.To select a weapon or flares,press the WEAPON SELECT KEY until the weapon of your choice appears on the selected weapon indicator. You can also tell which weapon is selected by the type of sight that appears on the screen.A cross hair sight appears when the cannon is active, a larger square sight when the missiles are active,and no sight when flares are active. CANNON: When using the cannon, 25 direct hits are required in order to down the enemy plane.The screen border will flash when a direct hit is made,and damage will be indicated on the damage indicator of the attacked aircraft.Use the cannon sparingly.It will overheat and jam if it is fired for too long a time.The cannons heat level is indicated on the Cannon Temperature Gauge on the instrument panel.Tip: use the cannon only for attacks at close range. SIDEWINDER MISSILES: The Sidewinders are heat seeking missiles that follow the enemy aircraft even after it leaves your sight ( although they burn out after 20 seconds) Only one direct hit is required to destroy an enemy aircraft, and only the most skillful pilots can out manouver a Sidewinder.However,you must "fix" the oponent directly in your sight for three seconds before firing to allow the heat seeking element to lock on to the enemy aircraft.You will hear a warning siren when an enemy aircraft enters your missile sight. When a continous tone sounds, your missile is locked on and you are clear to fire the missile.Alternatively, you can use the Missile Lock On Countdown Indicator on your instrument panel to let you know when your missile can be fired. FLARES: The flares act as decoys. When coupled with use of evasive action they are your best defense against a missile that has been fired at your aircraft. When a missile is headed your way, your radar screen turns red. The flare must be launched at just the right time in order to make the enemy missile mistake the ultra high heat magnesium flare for the jet exhaust. Timing is everything! If you launch the flare too soon or too late,the effect will be lost. STALKING THE ENEMY The artificial horizon helps you to know the position of the ground in relation to your wings.When you fly level, the artificial horizon is a horizontal line.When you bank left,the artificial horizon will appear to turn right, because it represents the ground rather than your wings. Perform a few turns to get used to the idea.Once you've got the idea, its time to go after the enemy! It is most advantageous to get behind the enemy and follow. The enemy is most vulnerable under these circumstances and will have a hard time shaking you off.When no enemy aircraft is visible through the canopy,use the radar to locate the enemy. You are always at the centre of the radar screen. The small white dot on the radar screen represents your enemy. Check the enemys altimeter or your own enemy above below indicator to determine the enemys altitude in relation to your own. Think of the radar screen as an overhaed perspactive. For example, if the dot on your radar is near the top left,then the enemy is in front of you to the left. FIRING AT THE ENEMY When the enemy is in your weapon sight,press fire to launch the selected weapon.Keep in mind that 25 direct hits are neccessary to down a plane when firing the cannon. You'll find that the enemy gets better at avoiding your missiles and cannon fire with each level of difficulty that you achieve.Good luck as you enter the Danger Zone! These instructions were typed in by THE TOAD. P.S. I hope no one else actually bought this game.I did, and feel thoroughly ripped off. Word Perfect...Nice W/P, but a bit disc intensive - 6 discs! These DOCs have been edited from an AMIGA source for the DOC DISC series by Possum. *** WORD PERFECT *** KEYBOARD TEMPLATE ______FI____________F2_________F3___________F4__________F5_______________ NewCLI |Spell |Screen |Move |Text In/Out |CTRL | Thesaurus |Replace |RevealCodes |Block |Mark Text |ALT | Super/Subscript |<-Search |Switch |->Indent<- |Date |SHIFT | Cancel |->Search |Italics |->Indent |List Files | | _________________________________________________________________________ ____F6____________F7____________F8_____________F9____________F10______ Tab Align |Footnote |Print Format |Merge |Macro Define | Flush Right |Math/Columns |Page Format |Merge Codes |Macro | Center |Print |Line Format |Merge E |Retrieve | |Exit |Underline |Merge R |Save | _____________________________________________________________________| QUICK REFERENCE SHEET FEATURES Feature Keystrokes Advance to Line Shift-F1 Advance Up/Down Shift-F1 Alignment Character Shift-F8 Append Block (Block On) Ctrl-F4 Auto Hypenation Shift-F8,5 Auto Rewrite Ctrl-F3 ^B Ctrl-B Backspace Backspace or <- Binding Width Shift-F7,3,1 Block Alt-F4 Block, Cut/Copy (Block on) Ctrl-F4 Block Protect (Block on) Alt-F8 Bold F6 Border Draw Ctrl-F3 Cancel F1 Cancel Hypenation F1 Cancel Job(s) Shift-F7,3 Case Conversion (Block On) Shift F3 Center Shift-F6 Center Page Top to Bottom Alt-F8 Change Directory F5,Return Change Print Options Shift-F7,3 Colors Ctrl-F3 Column, Cut/Copy (BlockOn) Ctrl-F4 Columns Display Alt-F7 Columns,Text Alt-F7 Conditional End Of Page Alt-F8 Copy (List Files) F5,Return Create Directory F5,Return Ctrl/Alt Key Mapping Ctrl-F3 Date Shift-F5 Default Print Job Shift-F7,3,M Delete Del Delete (List Files) F5,Return Delete Directory (List Files) F5,Return Delete to End of Line (EOL) Ctrl-End Delete to End of Page (EOP) Ctrl-PgDn Delete to Left Word Boundary Home,Backspace Delete to Right Word Boundary Home,Del Display All Print Jobs Shift-F7,3 Display Printers and Fonts Shift-F7,3 End End or 1 (num) Endnote Ctrl-F7 Escape Esc Exit F7 Flush Right Alt-F6 Font Ctrl-F8 Footnote Ctrl-F7 Full Text (Print) Shift-F7 Generate Alt-F5 "Go" (Resume Printing) Shift-F7,3 Hard Page Ctrl-Return Hard Return Return Hard Space Home, Space Bar Headers or Footers Alt F8 Help Help Hold Print Job Shift-F7,3,M Home Home or 7 (num) Hyphen - Hyphenation On/Off Shift-F8,5 H-Zone Shift-F8,5 ->Indent F4 ->Indent<- Shift-F4 Index Alt-F5 Insert Printer Command Ctrl-F8 Italics F3 Justification On/Off Ctrl-F8 Line Format Shift-F8 Lines per Inch Ctrl-F8 List (Block On) Alt-F5 List Files F5,Return Locked Documents Ctrl-F5 Look F5,Return Macro Alt-F10 Macron Define Ctrl-F10 Macro Pause Shift F10 <-Margin Release Shift-Tab Margins Shift-F8 Mark Text Alt-F5 Math Alt-F7 Merge Ctrl-F9 Merge Codes Alt-F9 Merge E Shift-F9 Merge R F9 Modify Priority Shift-F7,3 Move Ctrl-F4 Name Search F5,Return New CLI Ctrl-F1 New Number (Footnote) Ctrl-F7 New Page Number Alt-F8 Number of Copies Shift-F7,3,1 Outline Alt-F5 Overstrike Shift-F1 Page Format Alt-F8 Page Length Alt-F8 Page Number Column Positions Alt-F8 Page Number Position Alt-F8 Page (Print) Shift-F7 Paragraph Number Alt-F5 Pitch Ctrl-F8 Postpone Print Job Shift-F7,3,M Print Shift-F7 Print (List Files) F5,Return Print a Document Shift-F7,3 Print Block (Block On) Shift-F7 Print Format Ctrl-F8 Print Job Destination Shift-F7,3,1 Printer Control Shift-F7 Printer Number Shift-F7,3,1 Proportional Spacing Ctrl-F8,1 Rectangle,Cut/Copy (Block On) Ctrl-F4 Redline Alt-F5 Remove Alt-F5 Rename F5,Return Replace Alt-F2 Retrieve Shift-F10 Retrieve (List Files) F5,Return Retrieve Column (Move) Ctrl-F4 Retrieve Rectangle (Move) Ctrl-F4 Retrieve Text (Move) Ctrl-F4 Return Return Reveal Codes Alt-F3 Rewrite Ctrl-F3 Rush Print Job Shift-F7,3,M Save F10 Screen Ctrl-F3 Screen Colors Ctrl-F3 ->Search F2 <-Search Shift-F3 Select Printers Shift-F7,3 Send Printer a Go Shift-F7,3 Sheet Feeder Bin Number Ctrl-F8 Spacing Shift-F8 Specify Priority Shift-F7,3,M Spell Ctrl-F2 Stop Current Job Shift-F7,3 Strikeout (Block On) Alt-F5 Super/Subscript Shift-F1 Suppress Page Format Alt-F8 Switch Shift-F3 Tab Tab or <- -> Tab Align Ctrl-F6 Table of Contents (Block On) Alt-F5 Tab Set Shift-F8 Text File Ctrl-F5 Text in (List Files) F5,Return Text In/Out Ctrl-F5 Text Lines Alt-F8,4,3 Thesaurus Alt-F1 Time Shift-F5,2 Top Margin Alt-F8 Typeover Ins or 0 (num) Undelete F1 Underline F8 Underline Style Ctrl-F8 Uppercase Conversion (Block On) Shift-F3 Window/Orphan Alt-F8 Word Count Ctrl-F2 Word Search F5,Return CURSOR CONTROL Home Home or 7 (num) Goto Ctrl-Home Word Left Ctrl-Left Arrow Word Right Ctrl-Right Arrow Screen Left Home,Left Arrow Screen Right Home,Right Arrow Screen Down + or Home,Down Arrow Screen Up - or Home, Up Arrow Page Down PgDn or 3 (num) Page Up PgUp or 9 (num) Beginning of Text Home,Home,Up Arrow End of Text Home,Home,Down Arrow Beginning of Line (text) Home,Home,Left Arrow Beginning of Line (codes) Home,Home,Home,Left Arrow End of Line End or Home,Home,Right Arrow Mouse Most of the features listed in this Quick Reference can also be completed using the mouse with the pull-down menus. STARTING WORD PERFECT TWO DISK DRIVES Insert the WP diskette into drive, switch on your computer and WordPerfect is started, and a clear document window is displayed. HARD DISK Turn on the computer. When the Workbench is displayed, 1 Point to your hard disk icon and double-click the Select button. A window with a WP drawer is displayed. 2 Double-click on the WP drawer. A window with a Word Perfect icon is displayed. 3 Double-click on the WordPerfect icon and a clear document window is displayed. SAVING DOCUMENTS 1 Press SAVE (F10) to display the Save File requester. 2 Enter a filename. If the filename already exists on the disk, you may either replace the old file with the document on your screen, or you may enter another name. CLEARING SCREEN 1 Press EXIT (F7) to display the "Save File?" requester. 2 Type n to not save the document on your screen. 3 Press RETURN to clear the screen. EXITING WORDPERFECT Always exit WordPerfect properly before turning off your machine. 1 Press EXIT (F7) to display the "Save File?" requester. 2 Type y to save the document n to not save the document. 3 Type y to exit WordPerfect. These should pretty much get you up and running. If you want to know more about using WordPerfect you can purchase a book on it at most bookstores. Use this in conjunction with the Storyline DOCs for this game (also on this disc). Again, all credits to Mezzo - contributions like this ensure we'll continue to keep making these things! Instruction Manual for A MIND FOREVER VOYAGING Welcome to A Mind Forever Voyaging (which, for brevity's sake, will henceforth be referred to as AMFV). In this story, you will be PRISM, the world's first sentient machine. Before you "boot up" your disc, make sure you read the short story, AMFV.TXT The story begins in the world of 2031, a world on the brink of chaos. The economy of the United States of North America (USNA) has been stagnating for decades. Crackpot religions are springing up all over the place. Crime and urban decay are rampant. Schools have become violent, chaotic places ill-suited for educating children. Today's youth frequently use joybooths to "tune-out" the world, leading in the extreme case to joybooth suicide, where a psychological addict wastes away in his or her private nirvana. The global situation is even grimmer. The calcuttization of the Third World has almost reached it's limit, causing extreme over population and poverty. This has created a climate ripe for East Bloc adventurism, exploiting instability and fanning numerous flashpoints around the globe. The superpower race to build an impenetrable missile defence has ended in a tie, with the foreseeable but unforseen result that an even more dangerous arms race has begun - a race to build miniature nuclear weapons, some as small as a cigarette pack, and smuggle them into enemy cities - a race which threatens to turn the USNA into a giant police state. Things are bad, and it appears that they can only get worse. So when Senator Richard Ryder, along with a small group of leaders from government, business, and the universities, announces the Plan for Renewed National Purpose, everyone is only too willing to embrace it. Only one thing stands between the Plan and it's adoption: a test of it's validity. That's why you have been "awakened" from your simulated life and had your true nature revealed to you several years ahead of schedule. You have been chosen to use your unique abilities to enter a simulation of the future, based on the tenets of the Plan, in order to check it's effectiveness. The eyes of the world are on you. If you're experienced with Infocom's interactive fiction, you may not want to read this entire manual. However, AMFV has a number of unique features not found in other stories. You'll have to read the section entitled "The AMFV Scenario." Also, you should look at the appendices of important commands and regogni- zed verbs. The sample transcript will show most of the unusual interactions of AMFV. An Overview Interactive fiction is a story in which you are the main character. Your own thinking and imagination determine the actions of that character and guide the story from start to finish. Each work of interactive fiction, such as AMFV, presents you with a series of locations, items, characters, and events. You can interact with these in a variety of ways. There are a number of modes you can enter in AMFV. These will be reviewed in detail in the next section. You will probably spend most of your time in Simulation Mode. When you're in Simulation Mode, the play of the game will be very similar to Infocom's other interactive fiction. For example: To move from place to place, type the direction you want to go. The first time you find yourself in a new region, it's a good idea to become familiar with it by exploring each location, reading each description carefully, and making a map of the geography. In AMFV, time passes only in response to your input. You might imagine a clock that ticks once for each sentence you type, and the story progresses only at each tick. Nothing happens until you type a sentence and press the RETURN or ENTER key, so you can plan your turns as slowly and carefully as you want. Usually, each turn takes one minute in the story. Walking around takes longer, and WAIT generally causes ten minutes to pass in the story. Your goal in the first part of AMFV is to enter Simulation Mode in order to study what the effects of the Plan will be on the world in ten years' time. However, as the story progresses, you may discover new goals yourself. The AMFV Scenario Since you're a computer, your "life" is pretty dissimilar to that of a human. There are five "modes" that you can enter. To enter a given mode, just type ENTER or GO TO [that mode]. Here is a list of the five modes, and a description of each: Communications Mode: You have a number of visual/audio units set up at various points around the complex. When you enter Communications Mode, you will be told where these units are and how to activate them. when you have activated a unit in a particular location, you are effectively "in that location." You'll be able to see, and hear what's going on, and talk to anyone there. You won't be able to pick up things in those locations, of course. Library Mode: This is a storehouse of information, arranged in directories which each contain a number of data files. When you enter Library Mode, the usual style of typing an input and pressing RETURN is suspended. Follow the instructions that appear on you screen to access the information in the files. Interface Mode: There are several subsidiary computers and complex systems` controllers connected to you. More may be added over the course of the story. By entering Interface Mode, you will be able to "speak" to these other devices, get information from them, possibly give them orders. You interface with a device in the same way that you would speak to a character in the story. For example: TRAFFIC COMPUTER, SET EVENING RUSH HOUR END TO 5:00 or HVAC COMPUTER, TURN ON VENTILATION IN GAMMA SECTOR. Data about these interfaceable devices can be found in Library Mode. Simulation Mode: This is the heart of the story. You will have to enter this mode many times to complete AMFV. Simulation Mode is the process that was used to "program" you and develop you into a thinking, creative machine. Now, that same process, programmed with the parameters of the Plan, will allow you to simulate the future in amazing detail. Once you have entered Simulation Mode, the interaction will be very familiar to that of most other Infocom fiction: walk around, map the geography, examine and read things, pick up objects, and so forth. ABORT will get you out of Simulation Mode at any time. Because only you see what happens in Simulation mode, you'll want to use the record feature to save what you see, so that others in the "real world" can view your experiences. Typing RECORD or RECORD ON will activate it, and typing RECORD OFF will de-activate it. Be warned, however, that RECORD makes an enormous demand on your core memory, and you will be able to only RECORD a limited amount of experiences. Everything you see, feel, and learn in Simulation Mode can be recorded. You can also use the RECORD feature in Communications Mode if you want. Sleep Mode: Because sleep is a psychological as well as a physical need, Sleep Mode has been provided to rest your concious mind. Approximately six hours will pass during an average sleep period. Tips for Novices 1. Draw a map when you're in a simulation. Your map should include each location, the directions connecting it to other locations, and any interesting objects there. Note that there are 10 possible directions plus IN and OUT. 2. Read everything: contents of computer files, signs, news- papers, etc. These will help you to understand things that are going on around you. Also, read the text of the story carefully; don't skim. Descriptions of locations and objects frequently contain important information. 3. Save you place often, so that if you find yourself in a blind alley in the storyline, you can return to an appropriate earlier point, rather than having to start over from the beginning. 4. Don't hesitate to try strange or dangerous actions. They may provide information, or have an interesting response, or both! You can always save your position first if you want. Here's an example: >STEP OUT ONTO THE LEDGE A crowd gathers on the sidewalk below, chanting "Jump! Jump!" several policeman stop by, glance up, and wander disinterestedly away. You've just learned quite a bit about the society which you're simulating. 5. Unlike other "adventure games" that you may have played, there is no single, linear, correct path through AMFV. The story is very open-ended, and although there is one "best" ending, there are countless paths that get you there. And unlike other infocom works of interactive fiction, AMFV is not intensely "puzzle- oriented"; as you play, you should be spending more time gathering information than finding hidden treasures or trying to get past locked doors. 6. You may find it helpful to play AMFV with another person. Different people may have different perspectives on a given portion of the game, making it easier to decide what to do next. 7. Read the sample transcript later on to get a feeling for how interactive fiction works. 8. You can frequently word the same command in a variety of ways. For example, if you discovered a black box lying on the ground and wanted to begin carrying it around, you could use any of the following: >TAKE BOX >GET THE BLACK BOX >PICK UP THE BOX In fact, if the box is the only object present that you could take, just typing TAKE is enough, since AMFV will assume you mean the box. But more about that in the next section... Communicating with AMFV In AMFV you type your sentence in plain English each time you see the prompt(>). AMFV usually acts as if your sentence begins "I want to...," although you shouldn't actually type those words. You can use words like THE if you want, and you can use capital letters if you want; AMFV doesn't care either way. When you finish typing a sentence, press the RETURN key. AMFV will respond by telling you whether your request is possible at this point in the story, and what happened as a result. AMFV recognizes your words by their first nine letters, and all subsequent letters are ignored. Therefore, SENSATION, SENS ATIONal, and SENSATIONalism would be treated as the same word by AMFV. To move around, just type the desired direction. You can use the eight compass directions; NORTH, SOUTH, EAST, WEST, NORTH- EAST, NORTHWEST, SOUTHEAST, and SOUTHWEST. You can abbreviate these to N, S, E, W, NE, SE, and SW, respectively. You can use UP (or U) and DOWN (or D). IN and OUT will also work in certain places. AMFV understands many different kinds of sentences. Here are some examples. (Note that some of these items do not actually appear in AMFV.) >WALK NORTH >DOWN >U >NE >ENTER INTERFACE MODE >TAKE THE KEY >DROP IT >READ THE PLAQUE >BUY SOME FOOD >OPEN THE GLASS DOOR >EXAMINE THE CAN OF KELP PASTE >LOOK UNDER THE TABLE >SHOOT THE GUARD WITH THE PELLET GUN >PUT THE COIN IN THE LEATHER PURSE You can use multiple objects with certain verbs if you seperately them by the word AND or by a comma. Some examples: >TAKE THE PENCIL, THE PAPER, AND THE STAMP >DROP MAP, ID CARD, PELLET GUN >PUT THE EGGS AND THE BACON IN THE FRYING PAN >GIVE THE COIN AND THE PENCIL TO THE BEGGAR The word ALL refers to every visible object, except those inside something else. If there were an apple on the ground and an orange inside a cabinet, TAKE ALL would take the apple but not the orange. >TAKE ALL >TAKE ALL THE STAMPS >TAKE ALL THE STAMPS EXCEPT THE RED STAMP >TAKE ALL FROM THE DESK >GIVE ALL BUT THE PELLET GUN TO THE CLERK >DROP ALL EXCEPT THE COIN You can include several sentences on one input line if you seperate them by the word THEN or by a period(.) Each sentence will still cause time to pass. You don't need a period at the end of the input line. For example, you could type all of the following at once, before pressing the RETURN key: >UP.TAKE THE BOX THEN OPEN IT.PUT THE PELLET IN THE BOX.CLOSE IT If AMFV doesn't understand one of the sentences on your input line, or if something unusual happens, it will ignore the rest of your input line. There are three kinds of question you can ask in AMFV: WHAT,WHERE and WHO. These are generally useful only when speaking to other characters. Here are examples that you can try in AMFV: >WHAT IS MINDEX >WHERE AM I >WHO IS ABRAHAM PERELMAN You will meet other people in AMFV. You can "talk" to these othere characters by typing their name (or description) then a comma, then whatever you want them to do. Here are some examples: >PERELMAN, TELL ME ABOUT THE PLAN >CLERK, SELL ME SOME CLOTHES >GUARD, GIVE ME THE PELLET GUN >OLD MAN, TAKE THE SACK THEN FOLLOW ME Notice that in the last example, you are giving a person more than one command on the same input line. You can use quotation marks to answer a question or say something "out loud." For example: >SAY "HELLO" >ANSWER "NO" AMFV tries to guess what you really mean when you don't give enough information. For example, if you say that you want to do something, but not what you want to do it to or with, AMFV will sometimes decide that there is only one possible object that you could mean. When it does so, it will tell you. For example: >TAKE (the coin) You pick up the coin and put it safely in your pocket. or >GIVE THE BOOK (to the librarian) The librarian puts the book on the stack of books to be shelved. If your sentence is ambiguous, AMFV will ask you what you really mean. You can answer most of these questions briefly by supplying the missing information, rather than typing the entire input again. You can do this only at the very next prompt. Some examples: >CUT THE ROPE What do you want to cut the rope with? >THE KNIFE The knife is too blunt, or the rope is too tough. After a minute you give up. or >SHOOT THE MUGGER WITH THE GUN Which gun do you mean, the pellet gun or the stun gun? >STUN The gun whines and the mugger slumps to the ground. AMFV uses many words in it's descriptions that it will not recognize in your sentences. For example, you might read, "A siren wails in the distance, signalling am air raid in a distant part of town." However, if AMFV doesn't recognize the word SIREN or the phrase AIR RAID in your input, you can assume that they are not important to your completion of the story, expect to provide you with a more vivid description of where you are or what is goinf on. AMFV recognizes over 1400 words, nearly all that you are likely to use in your sentences. If AMFV doesn't know a word you used, or any of it's common synonyms, you are almost certainly on the wrong track. Starting and Stopping Starting and Stopping: Now that you know what to expect when you venture into AMFV it's time for you to "boot" your disc. When you have finished reading the opening screen, press and key to get to the beginning of the story. The copyright notice and the release number of the story will appear, followed by an opening message and a description of your location, Communications Mode. Here's a quick exercise to help you get accustomed to interacting with AMFV. try the following command first: >GO TO SIMULATION MODE Then press the RETURN key. AMFV will respond with: ERROR: You are not yet cleared for Simulation Mode. Please wait for approval before beginning simulation. Now, to connect to Dr. Perelman's office, type in the code: >PEOF Then press the RETURN key. You will get a description of Doctor Perelman's office. Next, you can try: >PERELMAN, TELL ME ABOUT MY NAME After you press RETURN key, AMFV will respond appropriately. Saving and Restoring: It will probably take you many days to complete AMFV. Using the SAVE feature, you can continue at a later time without having to start over from the gebinning, just as you can place a bookmark in a book you are reading, SAVE puts a "snapshot" of your place in the story onto another disc. If you are a cautious player, you may want to save your place before (or after) trying something dangerous or tricky. That way, you can go back to that position later, even if you have gotten sidetracked since that point. To save your place in the story, type SAVE at the prompt (>). You can restore a saved position any time you want. To do so, type RESTORE at the prompt (>), and follow the instructions of your Reference Card. You will be given a description of your location, and can now continue the story from the point where you used the SAVE command. Quitting and Restarting: If you want to start over from the beginning, type RESTART. (This is usually fast than re-booting.) Just to make sure, AMFV will ask if you really want to start over. If you do, type Y or YES. If you want to stop entirely, type QUIT. Once again, AMFV will ask if this is really what you want to do. Remember when you RESTART or QUIT: if you want to be able to return to your current position, you must first use the SAVE command. APPENDIX A Important Commands There are a number of one-word commands which you can type instead of a sentence. You can use them over and over as needed. Some count as a turn, others do not. Type the command after the prompt (>) and press the RETURN key. ABORT - This will get you out of simulation mode AGAIN - AMFV will respond as though you had exactly repeated your previous sentence. You can abbreviate AGAIN to G BRIEF - This tells A Right Left Down Stairs Right Down Stairs \/ Exit Front/Climb Down In outdoor scenes Jack can walk left and right through the scrolling landscapes. For the purpose of moving between adjacent scenes, he can exit rearwards (into the screen) when immediately in front of a rear exit, and forwards (out of screen), when immediately behind a front exit. He must be facing forwards to use a front exit or backwards to use a rear exit. When not immediately in front of a rear exit or behind a front exit, he can jump instead. In indoor scenes the exits work in the same way. In addition, Jack can walk left and right along the floor, and on any raised platform, talbe or rampart, etc. He can also jump up onto things like chairs and tables, and down off them. Weh at the foot or top of a ladder, he can climb up or down it. All these variations mean that Jack responds to your control in different ways at different times. However, the control system is intelligent enought to work out the desired response according to Jack's position on screen. ENERGY Thanks to the spells of Pratweezle, Jack has five lives (Lucky CBM 64 users get seven!). These are governed by his energy level. As soon as his energy level drops below zero, he will lose a life. His energy is depleted as a result of damage sustained while fighting Enemies. He can lose Energy by falling and jumping from too great a height. However, Energy can be regained by collecting bonus food and drink objects that can be found along the way. BONUS OBJECTS The other Bonus Objects have different effects; every time Jack collects a sield/5 jewels he is endowed with magical Armour, making him invulnerable to the onslaughts of his enemies. However, this invulnerability lasts for only twenty direct hits/30/40 seconds. But he can always go on to collect another/5 jewels..... Likewise, collecting a musical instrument gives him increased "Bounce Factor", rendering him immune to damage (and loss of Energy) caused by falling too far. This will only help Jack for up to five high jumps. And for weapons collected, Jack gets Super Fire Power - making him able, for his next fifteen shots, to kill strong Enemies with just one bolt from his belt buckle! However, these "Super Shots" will not affect the dragon. JACK'S ENEMIES Every creature that Jack will meet, whether humanoid, animal, bird or insect, is an Enemy. The different Enemies will try to inflict damage (and resultant loss of Energy) on Jack, so he must fight back valiantly with his Magic Bolts. But, discretion being the better part of valor, there may be times when it is better to simply get the hell out! Most of the Enemies will attack by launching some sort of projectile at Jack, whether it be Fireball, Lightning Bolt, Spearhead, or whatever. Jack can fire his Bolts at the Enemies themselves. The various types of Enemy differ in the amount of damage they can inflice on Jack in one go. For instance, a Dragon can cause a lot of damage, whereas a Werewolf will not cause so much. Likewise, some Enemies will be harder to kill than others. Thus it will take more hits to kill a Dragon than, say, a Werewolf. As a general rule, the more evil and vicious an Enemy is, the more damage it will do to Jack, and the more hits will be needed to kill it. Let's meet, in ascending order of evilness and viciousness, the Enemies... DRAGONFILES AND WASPS Relatively harmless, these Insect Enemies appear first in swarms, but then, suddenly, a single Dragonfly or Wasp will detach itself from the swarm and swoop down to attack. VAMPIRE BATS These unsavoury creatures are found only indoors. At the approach of an intruder, they drop down and fly - straight for the neck! WEREWOLVES Once just ordinary forest-dwelling wolves, these poor creatures have been turned into man-eating Werewolves. Extraordinarily swife on the attack, they hurl themselves at their victum, tearing into his body in a flash until, satiated, they themselves die. About the only good thing one can say about Werewolves is that they only appear outdoors. CROWS As befits birds of the air, the Crows are found only outdoors. They drop innocent looking thistledowns - which explode on impact! BUZZARDS Buzzards too are outdoor creatures. Flying high in the sky, they are a difficult target for Jack's Magic Bolts. In their talons they carry exploding skulls which they drop like bombs at their victim. GOBLIN WARRIORS Taking the form of swordsmen, archers, or spear men, the Goblin Warriors are a force to be reckoned with. With the archers, evil arrows are the preferred form of weapon; whereas the swordsmen fire balls of fire from the centre of their shields; and the spearmen have spearheads that suddenly detatch and hurl themselves at the victim. SLIME WITCHES The Slime Witch is an ugly old crone who atacks her hapless victim by spitting out great globs of revolting gooey green slime. Her friend, the Flying Slime Witch, flies around on a broomstick that fires the slime out of the end of the handle! TROLLS These ugly green creatures have a novel way of attacking the unsuspecting traveller. They bang the ground ferociously with their hammers until sparks of fire fly out of their intended victim. SLAYERS These Knights of Evil are truly formidable opponents. Their method of attack is to wave their weapons around in the air, generating lightning bolts that fly off at the wretched victim. IMPS Second only to the Dragons in nastiness are the Imps. Resembling little trident-toting devils, they prefer the subtler forms of attack - none of this weapon-waving or ground-banging for them - they merely unleash flashing flames of Evil from the tips of their tridents! DRAGONS The Dragons are indeed the most fearsome of Jack's opponents. There will always be one Dragon guarding the Black Lamp. But there may be others lurking around, often blocking some vital entrance or pathway. A Dragon's form of attack is to breathe out fireballs which are aimed at the victim with a high degree of accuracy. jack can shoot these or try to avoid them, but all the time he must be trying to kill the Dragon itself. Jack's Magic Bolts will only damage a Dragon if they hit certain vulnerable parts of its body. The Dragon will give up its Black Lamp on its death. OTHER VITAL INFORMATION LOADING THE PROGRAM AMIGA Make sure that all peripherals are disconnected. Insert Black Lamp disc when asked for Workbench. GETTING STARTED AMIGA The joystick should be connected in port two. THE SCREEN Displayed around the main playing area of the screen are various counters and indicators.... LAMP INDICATOR - At Bottom Center. Indicates which color Lamp Jack is currently carrying. SCORE - At Bottom Left. Keeps track of your player's current score. BONUS OBJECT SYMBOLS - At Top of screen. The Shield/Helmet symbol stands for Armour, gained by collecting a Shield/5 Jewels; An Aura Cloud/Winged Foot stands for Bounce Factor - gained by collecting a Musical Instrument; and the Axe/Sword/Belt Buckle symbol stands for Super Fire Power - gained by collecting a Weapon. The symbol will start flashing to warn you a few seconds before the extra power runs out. ENERGY BAR - At the Bottom Right LIVES - At the Bottom Right of the screen, indicated by the Baubles (those cute little Jester's-Heads-On-Sticks). The number of Baubles indicated the number of Lives left after the current one. EXTRA KEYBOARD CONTROLS Pause Help Unpause Delete Abort ESC Music/sound effects F9 Sound/No sound F10 SCORING Your objective in playing Black Lamp is to score as many points as possible before you run out of lives. You start with five lives, but an exra one is awarded every 100,000 points. You are allowed no more than seven lives (including the current one) at any one time. You score points for... 1. Returning Lamps safely to a Chest. 2. Killing Enemies. 3. Shooting the various enemy Projectiles. 4. Collecting Bonus Objects. HIGH SCORE TABLE The High Score table appears after each game. If you get sufficient points you can enter your name. LAMPS Score is given when a Lamp is returned to a Chest... AMIGA POINTS YELLOW LAMPS 3000 GREEN LAMPS 3100 DARK BLUE LAMPS 3200 RED LAMPS 3300 PURPLE LAMPS 3400 LIGHT BLUE LAMPS 3500 BROWN LAMPS 3600 GREY LAMPS 3700 BLACK LAMPS 3800 ENEMIES Points are scored for killing Enemies, and for hitting the projectiles that most of them fire... ENEMY KILL POINTS PROJECTILE POINTS Dragon 2500 Fireballs 100 Imps 750 Flames of Evil 100 Slayer 675 Lightning Bolts 100 Troll 600 Sparks 100 Slime Witch 525 Green Slime 100 Flying Slime Witch 475 Green Slime 100 Goblin Archer 450 Arrows 100 Goblin Swordsman 425 Spearhead 100 Werewolf 300 Vampire Bats 300 Buzzard 225 Skull Bombs 100 Crow 225 Thistledowns 100 Dragonfly Swarm 150 Single Dragonfly 100 Wasp Swarm 150 Single Wasp 100 BONUS OBJECTS JEWELS: Ruby, Sapphire, Emerald. Score 2,500 to 3,000 points each. MUSICAL INSTRUMENTS: Harp, Bugle. Score 2,500 to 2,500 points each. WEAPONS: Mace & Chain, Axe, Dagger. Score 1,500 to 2,000 points each. FOOD: Leg of Pork, Boar's Head, Roast Turkey. Score 950 to 1,000 points - plus Energy. DRINK: Goblet of Wine, Horn of Ale, Flagon of Cider. Score 850 to 900 points each - plus Energy. COLLECTING AND RETURNING LAMPS AND OBJECTS Lamps and Bonus Objects are collected simply by walking over them. Only one Lamp can be carried at once, but there is no limit to the number of Bonus Objects that can be collected. If you are carrying one Lamp, and you come across another, you can swap the one you are carrying for the new one simply by walking over the new one. If you don't want to swap, you'll have to avoid walking over the new one by jumping over it instead. To return a Lamp to any Chest, simply walk, while carrying the Lamp, in front of the Chest. The appropriately colored compartment of the Chest will then be filled in accordingly. All the other Chests will also reflect the new status. SPEED AND DIFFICULTY LEVELS During each game of Black Lamp, the action will get faster and more frantic as the game progresses. The first time you play black Lamp you will automatically stat on the easiest difficulty level. A Chest will always be located in the starting scene. The colors of the compartments in the Chest tell you which Lamps you have to find. There will always be at least one Black Lamp to find. Later levels got progressively more difficult: the speed of the game will increase, and the number of Black Lamps may increase, thus increasing the number of Dragons you have to encounter! If you actually succeed in returning all the Lamps to the Chests, you can continue the game, starting at a higher difficulty level. No two games of Black Lamp will ever be exactly the same. There can never be a set pattern for success, because for each new game, the Lamps, Enemies and Bonus Objects will be placed in new locations. COMMAND KEYS MOVEMENT JOYSTICK, KEYBOARD Up Q Down A Left X Right Z Fire SPACE One player switch F1 Two player switch F2 Music/Sound effect toggle F9 Sound/no sound toggle F10 Pause game HELP Abort game ESC ============================================================================= The Black Lamp docs brought to you by The Southern Star. HOH Presents: The Lazy Man's Guide to Cuthroats Again, we realise we have presented the solution to Cutthroats in an earlier Doc Disk, but since almost everybody solves adventures in a different way, we decided to include this file anyway. Sewer Rat !! Edited and Corrected by Sewer Rat for Doc Disk Number 6 ---------------------------------------------------------------------------- CHARACTERS: The Diver (you) - supposedly an expert diver, who, just like everyone else on the island is waiting for his ship to come in.. Johnny Red - The pirate leader. proud, but not a backstabber, makes a good leader on the quest. Pete the Rat - The cook on the ship, one-eyed and fairly trust- worthy also. The Weasel - The name says it all, works in a plot to reap the benefits of the expedition all by himself. (A little back-stabber). McGinty - The owner of McGinty's Salvage. Disgusting habits, self -ish and unsure... A real pain. Other characters - Just fill in the other needed roles, can be asked questions, but don't always answer... Note: Many things are random in this game, just follow the solve and there shouldn't be too many problems. "look out window" "wind watch" "get out of bed" "read note" "open dresser" "get passbook and room key" "look in closet" "i" "open door" "n" "close door" "lock door" "wait" (until the weasel comes, originally hoping to steal your passbook) "n" "n" "e" "e" "e" "e" "s" "sit" "order food" "order drink" "eat food" "drink drink" "yes" "get out of chair" "n" "w" "w" "s" "s" "w" "w" "e" "e" "e" "e" "ne" "s" "s" "sw" "w" "w" "e" "e" "n" "look" (until 9:00) "n" "withdraw $603" "s" "ne" "n" "nw" "w" "w" "w" "open window" "look through window" "w" "drop passbook" (so McGinty wont know you are leaving) "e" "e" "n" "n" "w" "w" "sw" "sw" "nw" "wait" (until Johnny starts to talk, if he pulls out the dinner plate then continue with:) "examine plate" "se" "ne" "ne" "e" "s" "n" "e" "e" "s" "n" "e" "s" "buy drink" "drink drink" "n" "se" "s" "s" "se" "i" "wait" (until Johnny Red comes along) "yes" "show $500" "no" "nw" "n" "n" "nw" "w" "s" "wait" (until McGinty leaves) "look" "give (amount of money John says you need to pitch in)" "buy c battery and putty" "buy flashlight and repellent" "buy electromagnet" "rent compressor" "i" "n" "e" "s" "sit" "wait" (until Johnny starts to talk) "order food" "order drink" "eat food" "drink drink" "get out of chair" "n" "se" "s" "s" "sw" "w" "w" (interesting: The Weasel gives McGinty his seaman card here..) "wait" (for mcginty to go east) "e" "e" "ne" "n" "n" "nw" "w" "w" "s" "s" "w" "look through window" "w" "e" "wait" "look through window" (if McGinty is gone continue with:) "open window" "enter window" "get envelope" (the weasels seaman card: thus the collateral for the deal) "n" "w" "s" "s" "unlock door" "open door" "s" "read envelope" "get all from closet" "i" "n" "close door" "lock door" "n" "n" "e" "e" "s" "s" "w" "w" "drop room key" "e" "e" "e" "e" "ne" "nw" "s" "sit" "order drink" "drink drnk" "wait" "wait" "n" "w" "s" "wait" "wait" (until deliveryboy leaves) "n" "w" "n" "w" "s" "d" "n" "n" "n" "get c battery" "get drill" "open panel" "put c battery in drill" "close panel" "s" "s" "s" "s" "wait" "wait" "wait" "latidude is 30" "longitide is 15" "wait" "wait" "wait" "wait" "drop envelope" "n" "u" "n" "s" "drop wet suit" "drop flippers" "drop mask" "drop drill" "i" "w" "n" "d" "n" "get all" "examine compressor" "examine air tank" "fill tank with air " "s" "s" "drink water" "s" "d" "u" "s" "n" "n" "n" "look under bunk" "n" "s" "u" "w" "s" "examine drill" "n" "wait" (until 5:45) nnnn---eeeeee-----xxxxxx-------ttttt!!!!!!!! "s" "d" "n" "eat stew" "drink water" "n" "i" (now that the yelling is over) "sleep" "get out of bunk" "u" "sit" **in the next part when you see an obstacle to starboard push right, when you see an obstacle to port push left, 'wait' the rest of the time until midnight. if you need a midnight snack go to galley for some stew right after you avoid an obstacle** "get out of chair" (sleepwalking) "d" "sleep" (A--hole, shut up!) "rest" "get out of bed" "s" "eat stew" "drink water" "s" "s"(now to the Captain's cabin to alert of the traitor!) "get envelope" "show envelope to Johnny" (ha!) "n" "u" (ha!) "d" (ha!) "u" **now it's time for the dive.. preparations.....** "drop all" "get watch" "wear watch" "get wet suit" "wear wet suit" "get air tank" "wear air tank" "get flippers" "wear flippers" "get mask" "wear mask" "i" "look" "get tube" "get flashlight" "get canister" "get drill" "get electromagnet" "i" "look" **jump!** "dive in ocean" "open lid" (haha loan shark!) "d" "turn on flashlight" "d" "d" "d" "s" "open door" "s" "put magnet on mine" "turn on magnet" "drop magnet " "u" "remove tank" "s" "s" (now for the operations-careful..) "turn drill on" "drill safe with drill" "turn drill off" "grab case" "n" "n" "d" "n" "u" "drop tank" "examine tank" "examine glass case" "examine stamps" (holy s..t!! now to attempt to preserve them so they have value at all!) "turn drill on" "drill case with drill" (sputter..., just in time, now to patch that sloppy?! job) "open tube" "put glob in case" (whew!!) "d" "n" (the final stretch) "u" "u" "u" "u" "u" you have now come up with the $50 million dollar stamp collection, and you are classified as - a rich diver! - your adventure is now over! THE DEEP ******** This DOC was edited and corrected by Sewer Rat for Doc Disk 6. JOYSTICK CONTROL Ship Mode Without fire button pressed Slow Depth Charge Slow Depth Charge | Slow Depth Charge Left \ | / Right \|/ Left --- O --- Right /|\ Fast Depth / | \ Fast Depth Charge Left | Charge Right Fast Depth Charge Pod Section (before collecting token) Pod Forward /\ || /\ || <=== ===> || Rotate Right \/ FIRE - Launch depth charge. KEYS: To change from ship to pod: LEFT ALT for player 1; RIGHT ALT for player 2. P - Pause. Pod Section (with token) Up Up + Left | Up + Right \ | / \|/ Left --- O --- Right /|\ Down + Left / | \ Down + Right |  Down Hostage Section Up Up + Left | Up + Right \ | / \|/ Left --- O --- Right /|\ / | \ Down + Left | Down + Right | Down P - Pause GAME PLAY Your boat can be moved left or right using the joystick. Press FIRE BUTTON to drop depth charges which can be dropped from the ship's side facing the direction it is moving in. Upon destroying some submarines, a spinning pod with any one of five letters on it will rise to the surface and change into a flag. Remaining on the surface for three seconds, if you pick it up within this alotted time, the helicopter appears and drops a small package for your ship to collect. Special features are awarded according to which flag you pick up. FLAG "A": Cursor Missiles: When pressing FIRE a target appears under the ship with a bomb above it. Move the target by holding down FIRE and moving in the direction required. When fire is not pressed, the ship can move left and right. After a few seconds the bomb will home in on the target destroying everything in its path. FLAG "B": Pods: The pod is used to collect tokens from the sea bed. On pressing ALT the ship disappears and is replaced by a pod. FLAG "C": Hydrofoil Speed: This flag enables the ship to reach hydrofoil speed which then lifts the ship up on skis to move faster than normal. FLAG "D": Smart Bomb: This will destroy all submarines on screen. FLAG "E": Depth Charges: This gives extra power to depth charges. At the end of each scrolling screen there is a transition stage where a player has to destroy a large ship by dropping bombs on the Captain's Bridge. After achieving this the player has to destroy a large submarine by dropping depth charges into open domes which fire nuclear missiles. There is then a bonus screen where the player has to rescue people from an island. The above is separated into four sections which are: 1. Main Section - Collect the tokens using the pod. 2. Transition Section - Hit the large ship in the center using the missile. 3. Large Submarine Section - Destroy the hatches on the large submarine. 4. Hostage Section - Use the crosshair to hit the enemy missiles before they hit the small boats. ~~~~~~~~~~~~~~~~~~~~~~~~~ WORLD OF WONDERS 89 ~~~~~~~~~~~~~~~~~~~~~~~~~ This complete manual was made possible via The Corsair's Hand Scanner... or was it his secretary... No, now I remember r was it his secretary... No, now I remember ***************************************************************** * * * HOW TO SOLVE: * * --- THE ENCHANTOR --- * * * ***************************************************************** Again, we have featured the partial solution to Enchanter already on Doc Disk Number 1, but as it says below, this is the complete solution (although it looks very similar), so we have included it again. Sewer Rat !! NOTE:THESE ARE NOT HINTS! THIS IS THE COMPLETE ANSWER TO THE WHOLE ADVENTURE ! TYPE ANYTHING THAT IS ENCLOSED IN QUOTES, NOTHING ELSE ! ( SEPARATE COMMANDS ARE SEPARATED BY A - ) THE ANSWERS: "NE-N-OPEN OVEN-GET BREAD,JUG AND LANTERN-S-E-SE-NE-DRINK WATER-GET WATER-SW-SE-SW-SW-S-READ SCROLL-NE-NE-E-E-GNUSTO FWEEP-MEMORIZE FWEEP-FWEEP GATE-E" YOU ARE NOW IN THE CASTLE. WHEN THE PROGRAM SAYS THAT YOUR THROAT IS DRY, THEN DRINK WATER. WHEN IT SAYS THAT YOUR STOMACH IS GRUMBLING, EAT BREAD. "READ BOOK-MEMORIZE FROTZ-FROTZ LANTERN-S-S-E-S-OPEN DOOR-N-READ WRITING-REMOVE BLOCK-E-GET SCROLL-READ SCROLL-GNUSTO EXEX-W-S-U-DROP ALL-E-GET LIGHTED PORTRAIT-GET SCROLL-W-GET ALL-READ SCROLL-GNUSTO OZMOO-N-N-E-MEMORIZE OZMOO-E-OZMOO ME-"(WAIT TWO TURNS..IE. TAKE INVENTORY TWICE)"-D-OPEN SOUTH DOOR-S-GET ALL-N-W-W-S-CUT ROPE WITH DAGGER- OPEN BOX-GET SCROLL-READ SCROLL-MELBOR ME-S-W-U-SIT ON BED-SLEEP" WHEN YOU SLEEP, YOU WILL HAVE A DREAM ABOUT THE BED YOU ARE SLEEPING ON. ALL DREAMS ARE HINTS! ALSO, FROM NOW ON, ANYTIME THE PROGRAM TELLS YOU THAT YOU ARE TIRED, THEN SLEEP.(YES, RIGHT ON THE FLOOR!) THE REASON YOU HAVE TO SLEEP ON THE BED IS SO YOU CAN HAVE THIS CERTAIN DREAM. NOW, ON WITH THE ADVENTURE. "STAND UP-EXAMINE BEDPOST-PUSH BUTTON-GET SCROLL-READ SCROLL-GNUSTO VAXUM-D-E-E-E-S-SE-MEMORIZE NITFOL-NITFOL TURTLE-MEMORIZE EXEX-EXEX TURTLE-TURTLE,FOLLOW ME-NW-N-E-U- TURTLE,SE,GET SCROLL,NW-GET SCROLL-TURTLE,STAY-D-W-N-N-N-N- EXAMINE ASHES-FOLLOW TRACK-REACH IN HOLE-READ SCROLL-N-MEMORIZE FWEEP-FWEEP GATE-N-GET SCROLL-READ CRUMPLED SCROLL-S-W-W-W-W-W-U- GET EGG-MEMORIZE FWEEP-FWEEP EGG-DROP EGG- GET SCROLL-READ SHREDDED SCROLL-KREBF SHREDDED SCROLL-D-MEMORIZE VAXUM-E" YOU WILL NOW BE IN ONE OF FOUR MIRROR ROOMS. WAIT IN ANY ONE UNTIL YOU SEE AN ADVENTURER FROM ZORK I ON THE OTHER SIDE OF THE MIRROR. WHEN YOU SEE HIM: "ZIFMIA ADVENTURER-VAXUM ADVENTURER- SHOW DAGGER TO ADVENTURER-" (GO EAST UNTIL YOU GET TO A ROOM WITH MONSTERS GUARDING A DOOR) "-POINT AT DOOR-N-DROP ALL BUT BREAD, JUG AND LANTERN-GET MAP AND PENCIL-S-CLOSE DOOR-W-W-W-W-W-W S-S-W-W-W-NW-NE- FILL JUG-SW-SE-E-E-E-S-S-E-S-D" THIS IS THE SECOND TO LAST PART OF THE ADVENTURE. AT THIS POINT YOU ARE IN A VERY WEIRD KIND OF ROOM! REMEMBER THE MAP YOU PICKED UP? READ IT NOW. THE MAP IS THE MAP TO THE TRANSLUCENT CORRIDORS. IF YOU CONNECT TWO OF THE LETTERS (IE.'CONNECT B AND J") THEN YOU WILL ACTUALLY MAKE A CORRIDOR! NOW, WHAT YOU ARE GOING TO DO IS RELEASE ULTIMATE EVIL FROM ITS LAIR AND ERASE CERTAIN SO YOU TRAP HIM IN ANOTHER PART OF THE TRANSLUCENT CORRIDORS. YOU WANT TO DO THIS BECAUSE THE SCROLL THAT YOU NEED TO KILL KRILL WITH IS IN HIS LAIR! OK THIS IS HOW YOU DO IT: "S-E-NE-SE-CONNECT F AND P-SW-SW-GET SCROLL-ERASE B AND R-ERASE V AND M- NE-NW-NW-CONNECT B AND J-W-READ POWERFUL SCROLL-U-U-E-E-N- N-N-N-N-E- OPEN DOOR-N-DROP MAP AND PENCIL-GET ALL BUT MAP AND PENCIL-S-W-S-S-E-E" NOW TRY GOING UP THE STAIRS. YOU CAN CLIMB THEM BUT YOU CAN'T REACH THE TOP! THIS STAIRWAY IS THE LAST PUZZLE YOU NEED TO SOLVE BEFORE YOU KILL KRILL. 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Now we're stealing them from the Amiga for the most important machine of all, the ST of course! Sewer Rat! --------------------------------------------------------------------------- Playing the Game: You take the role of Learic and playing the game is a matter of moving through the Kindom collecting ingredients to make spells. You are then able to mix these spells and use them against your opposing Wizard LEANORIC, but remember he is doing the same to destroy you. HINTS: SELECTING A SPELL Press the fire button while moving the joystick up. A wand will appear above the spell book, move the joystick left or right to turn the pages of the spell book until you reach the spell you want. MIXING SPELLS Each Wizard has his own cauldren. This is where spells are mixed. In order to mix a spell you mest go to your cauldren, select the spell you wish to mix and press the fire button. If you have the ingredients for the spell this is denoted by the ingredient names showing black in the spell book. Your spell will be mixed. Once mixed, the spell name in the spell book will change color to black. To return to the game press fire whilst moving the joystick down. CASTING SPELLS Before casting a spell you must arm yourself with it! This is done by selecting the spell you require and pressing the fire button. If the spell is mixed then you will be armed with it. Pressing the fir button whilst moving the joystick down will return you to the game. You cannot arm yourself with a spell on the cauldren screen. Having armed yourself with a spell you can cast it by pressing the fire button. Some spells can only be cast once while others can be used a number of times. Most spells act as necessary when cast, however some of the more destructive ones such as lightning and fireball will need some control to become effective. It is up to you to find out how to control your spells. COLLECTING HERBS Stand in front of the herb and press the fire button whilst moving the joystick forward. Sucessful picking of the herb will be shown in the spell book. SPELL INGREDIENTS 1 TELEPORT DANDYLION & BURDOCK 2 PROTECT PIPERWORT & RAGWORT 3 SPRITES SNAPDRAGONS & TOADFLAX 4 ZOMBIE DEVILSBIT & BONES 5 SWIFT SPEEDWELL & MAD SAGE 6 FREEZE BINDWELL & BOGWEED 7 DOPPLEGANGER FOX GLOVE & CATSEAR 8 INVISIBLE CHONDRILLA & HEMLOCK 9 HEAL BALM & FEVERFEW 10 FIREBALL DRAGONSTEETH & MOUSETAIL 11 LIGHTNING CUD WEED & KNAP WEED SOME CODES FOR HEROES OF THE LANCE Edited and corrected by Sewer Rat for use in Doc Disk Number 6. MAGIC USER THE STAFF OF MAGIUS SPELLS: The number in parentheses is the number of charges used per spell when Raistlin uses the staff of Magius. This staff holds up to 100 charges. Using scrolls and potions does not take charges. Wands use these charges. Charm: each use takes 1 charge (1) Sleep: uses 1 charge (1) Magic Missile: each use takes one charge (1) Web: entangles an opponent for a limited amount of time (2) Detect Magic: shows location of magic items (1) Detect Invisible: shows location of anything invisible (2) Final Strike: destroys staff and causes intense damage when it explodes; provides option to cancel in case selected by mistake (uses all remaining charges) Burning Hands: each use takes one charge (1) Exit: return to Main Menu. CLERICAL STAFF SPELLS (FOR GOLDMOON) Cure Light Wounds: heals minor damage to a character (1) Protection from Evil: helps you against evil opponents (1) Find Traps: indicates the location of a trap (2) Hold Person: stops a monster in its tracks (most of the time) (2) Spiritual Hammer: just like a warhamer but no hands (2) Prayer: a little extra help from above (3) Cure Critical Wounds: more powerful healing (5) Raise Dead: raises dead characters whose bodies are available (5) Deflect Dragon Breath: very useful if you meet a dragon (10) Exit: return to main menu CLERICAL STAFF SPELLS FOR RIVERWIND, CARAMON, STURM: Cure Light Wounds: heal minor damage to a character (1) Find Traps: indicates the location of a trap (2) Cure Critical Wounds: more powerful healing (5) Deflect Dragon Breath: very useful if you meet a dragon (10) CHARACTER STATS TANIS: AD&D Game Statistics: Strength 16 (damage +1) Intelligence 12; Wisdom 13 Dexterity 16; Constitution 12 Charisma 15; Alignment - Neutral Good Hit Points 35; Armor Class 4 EQUIPMENT: Leather armor +2 Longsword +2 (damage 1-8/1-12 vs. Giants) Bow & quiver of 20 arrows (damage 1-6) CARAMON MAJERE: AD&D Game Statistics: Strength 18/63 (Damage +3) Intelligence 12; Wisdom 10 Dexterity 11; Constitution 17 Charisma 15; Alignment - Lawful Good Hit Points 36; Armor Class 6 EQUIPMENT: Ring mail armor Longsword (damage 1-8) Spear (damage 1-6) RAISTLIN MAJERE: AD&D Game Sttistics Strength 10 Intelligence 17; Wisdom 14 Dexterity 16; Constitution 10 Charisma 10; Alignment - Neutral Hit Points 8; Armor Class 5 EQUIPMENT: Staff of the Magius (+3 protection; +2 to hit - damage 1-8) Coosse combat with Staff as weapon Ranged combat - see spell list STURM BRIGHTBLADE: AD&D Game Statistics: Strength 17 (damage +1) Intelligence 14; Wisdom 11 Dexterity 12; Constitution 16 Charisma 12; Alignment - Lawful Good Hit Points 29; Armor Class 5 EQUIPMENT: Chainmail armor Two Handed sword +3 (damage 1-10) No ranged weapon GOLDMOON, CHIEFAIN'S DAUGHTER: AD&D Game Statistics: Strength 12 Intelligence 12; Wisdom 16 Dexterity 14; Constitution 12 Charisma 17; Alignment - Lawful Good Hit Points 19; Armor Class 6 EQUIPMENT: Leather armor Blue Crystal Staff (damage 4-9, 7-12 or 10-150 Clerical magic from Staff, see sub-menu RIVERWIND: AD&D Game Statistics: Strength 18/35 (damage +3) Intelligence 13; wisdom 14 Dexterity 16; Constitution 13 Charisma 13; Alignment - Lawful good Hit Points 34; Armor class 5 EQUIPMENT: Leather armor & shield Longsword +2 (damage 1-8) Bow & quiver of 20 arrows (damage 1-6) TASSELHOFF BURRFOOT: AD&D Game Statistics: Strength 13 Intelligence 9; Wisdom 12 Dexterity 16; Constitution 14 Charisma 11; Alignment - Neutral Hit Points 15; Armor class 6 EQUIPMENT: Leather armor Hoopak +2 (damage 3-8) Sling +1 with a pouch of 20 bullets (damage 2-7) FLINT FIREFORGE: AD&D Game Statistics: Strength 16 (damage +1) Intelligence 7; Wisdom 12 Dexterity 10; Constitution 18 Charisma 13; alignment - Neutral good Hit Points 42; Armor Class 6 EQUIPMENT: Studded leather armor & Shield Battleaxe +1 (damage 1-8) Throwing axes (damage 1-6) What follows is the first of a series we'll be including on our DOC DISCs in issues to follow. To avoid filling most of the disc with stuff some people won't find useful we've retained the 'chapter' style that these tutorials were originally presented as. Those folks who have just bought your machine will find this stuff in- valuable....those more experienced users who are thoroughly sick of new users asking 'what's a mouse?' or 'how come my C64 discs won't fit in my 520?' can now hand 'em this (and subsequent discs and tell 'em to stick it in the most appropriate hole they (or their ST), have! All credits go to the 68000 User Group, Aarhus, Denmark. Browse on dear reader......... S.Possum == * * == The Introduction This is the Hitchhiker's Guide to the ST. Not to BIOS, not to GEM, not to BETELGEUSE 5. This manual will not help you to get into the ST; this manual will help you in getting around the ST. If the first one tells you how to turn on the machine, this one tells you how to use it. It is your second (and better) Operator's Manual to the ST. This Second Manual assumes that you've read the first ST Owner's Manual at least twice. You must already know how to create folders, etc. If you haven't, please take the time to do so now. Otherwise, you just won't get much out of it. I have written this as an introduction manual to new members of our user group: the 68000 User Group in Aarhus, Danmark. In all of our meetings and get-togethers and sitting around and general talking, there has been an enourmous amount of information about the use of the ST which has gotten passed around. I've put a lot of the useful tips and ideas, bit by bit, into a file, and now I edited it and organized it. This is the manual I wished I had gotten when I got the machine. This is not a manual to the technical aspects of the ST. That material you can find elsewhere (see for example publications by the DATA BECKER publishing house, address below). Any technical information here is given only in the amount needed to understand a process. I've tried to check all technical information with persons who are qualified; nevertheless, any mistakes are mine. About the language; I've tried to keep the English straight- forward; if there are sentences which are unclear or twisted, please let me know. Everyone should be able to read this. Where necessary, I've put in the Danish or German equivilent. Sadly, there's no standard to the Danish in the ST menues and dialogue cards. Credits: this manual, version 4, was written and rewritten with the help, reviews, comments, and discussions of many people, both new users and professionals. Many errors were corrected, new information was added, things were dropped. The first few versions were a near chaotic collection of things: this 4th version is improved in style, structure, and contents. The following persons especially helped me: Karen Nordentoft, Heine Svendsen, Claus Grotrian, Peter Mikkelsen, Olafur Bragason, Terkel Skorup. I also thank many others from our User Group, from the many BBS's in Denmark, and other user groups for tips, ideas, suggestions, comments, and reactions. == * * == Before I start, just one last thing. Don't be afraid of your ST. You're the boss. When I was a little kid, my parents sent me every summer to summer camp in the mountains in Tennessee. There we learned to shoot rifles, use bow and arrow, swim over waterfalls, mountain climb, canoe in white water, catch poisonous snakes barehanded, all the fun stuff. And we learned to ride horses. Feed them, saddle them, rope them. We had this mountain man who taught us, a crazy mean old man who drank Jack Daniels from an old fruit jar (we also learned about Jack; Good old Tennessee). My first day, we line up in the dust, us little kids, in front of these big southern horses. This old man, spitting tobacco, says to us "Don't ever be afraid of a horse. If the horse tries to test you, show him who's boss." and with that, he goes right up to the first horse and with a terrific swing, punches the horse in the face: it fell down. He was right; I never was ever scared of horses from then on. But I was terrified of him. == * * == The Contents of Your Second Manual to the ST (Version 4) Part One 0. Introduction. : 1. The Beginning. : Computers in General. : Definitions. : 2. The ST Keyboard. : Covered Notes about the keyboard. : on this Special functions. : disk. New keyboard layout. : Fixing it. : 3. The Mouse: a few notes. : Feeding and cleaning your mouse. : Part Two 4. Disks. Disks, TOS, drives, directories. Formatting, both standard and special. Copying. Recovering. 5. RAM disks. What it is. How to set one up. How to use it. Part Three 6. The Screen. Your Desktop. How to change it. Desktop.Inf and what it is. Icons (Russian and American) and what to do about them. Fixing things. 7. Accessories. How to load them. Different kinds. 8. Wordprocessing. General notes. Different kinds. Some tips and comments to 1stWord/Wordplus and Signum. 9. Magazines and books for the ST. What there is. All the different magazines. Part Four 10. PD's: Public Domain Disks. What they are. How to get them. 11. BBS: Bulletin Board Systems. What it is. How to get onto one. How to use it. End of the Introduction ====================== * * ====================== An introduction to the STutorial By W. Visser and P. van Manen Having raised laziness to an art form, we were not about to type our fingers to the bone. So what you get in this tutorial is an assortment of what we could dig up in the public domain. Some things will appear in all articles, some will be unique to just the one only. We did receive the Year 2 manual as one long file, and have broken it up into the original sections, to make things easier for you. We didn't think you'd want to have to go through 250K of text to find something right at the end. Part 2 of this STutorial will be available at next months general meeting, and deal with more advanced topics such as tricks in Basic programming, how to include short machine language routines in your basic program etc. Part 3 will get down to the nitty gritty, how to access hardware direct, working in Supervisor mode etc. and (hopefully sensible) examples of programming in 68000, Modula 2 and C If you decide the tutorial is a total waste of your time, please don't bother to let us know. Just reformat the disk and use it for whatever nasty purposes you like. Happy reading. Chapter One: The Beginning. Things Your Salesman Didn't Tell You. Much of the computer is so interconnected that it is difficult to talk of "parts." That makes it hard to understand. You can't really talk just about the screen without discussing the keyboard; the disk is not separated from the windows. Much of the information is thus "general" in a sense, though you will hopefully understand later what is going on. Computer English There is a very complete glossary (vocabulary, or definitions) in the back of your Owner's Manual. Here are more definitions. Booting: This used to be called "bootstrapping." That comes from an old American expression: To pick yourself up by your bootstraps. Germans know this from Munchhausen: he was riding along on his horse one day when they fell into a mudhole. Munchhausen pulled himself out by taking hold of his hair and pulling himself out. When you start up the machine, there are certain programs which are carried out. But in order to carry out those programs, the computer must have a program which is active and can carry out programs. But that program has to be already running so that it can  start itself. A curious chicken or the egg pro- blem. What it means, for us, is just starting the machine. There are cold boots: when you start totally, as in the morning. There are also warm boots, as when you press the reset switch, which doesn't turn off the machine completely. Reset vs. Turning the machine off and on (or, warm booting vs. cold booting). When you bomb, there are two things you can do. Either reset, just press the button which quickly blanks the screen or switch the machine off entirely and start all over again (which button, and where it is, will depend on which version of the ST you have. Check your owner's manual). Both seem to have the same effect, but they are different. A total off/on will wipe the RAM memory clean (the machine must be off for at least ten second)(usually the time it takes to say "Why did I ever waste my money on such a stupid, lousy, idiotic program"). A reset will only clear the memory which is not protected by certain routines. If you are using reset proof programs, such as certain ram disks or routines, then resetting will not delete those programs. If you bomb, a simple reset will clear up the memory; if you really bomb, and a reset doesn't help, then you need to cold boot. BOOT DISK: Your BOOT DISK (Start up disk) is the one with which you always start. You can create several different boot disks. Of course, you can boot with any disk you like, unless you have created a special format. If you use just any disk, then most likely you don't know how to make a boot disk, create a desktop, or use accessories. DESKTOP.INF: A file called DESKTOP.INF will set up your desktop the way you like it. This file is created when you use the SAVE DESKTOP option. Accessories: Also on the desktop may be your favorite ACCes sories. Auto folder: There may also be an AUTO folder; any programs in your AUTO folder will be automatically run. Data All of the stuff that goes on a disk, and which you use in one way or another, is in the most general sense just DATA. Just information. There is of course good data (correct information) and bad data (corrupted, or faulty, information). This data can appear as either a program: then it is a set of commands which organizes and works with other kind of data, namely files. PRG is PROGRAM (WORDPLUS.PRG). RSC is RESOURCE, which are various parameters and other information for the program. If it is missing, then the program will not load (WORDPLUS.RSC). PD's A PD is a PUBLIC DOMAIN program or disk (see the PD chapter below). Tools or Utilities: A German defined "Tools" as programs which help you solve problems which you would not have if you did not have a computer. That is the best definition of a tool. A tool, or utility, is a secondary program which fixes problems which you have with your main programs. If you want your wordprocessor to write Spanish characters, then a tool program will let you change your keyboard. There are all sorts of tools, which do all sorts of things. Games A terrific way to lose five days and your wife and friends. The only worthwhile ones are Flight Simulator II (FSII) and Psion Chess. Desktop DESKTOP is the main screen, the one you get when you BOOT, on which appear the different WINDOWs, which are a second screen, the kind you can zoom and close. Coffee, Beer, and Wine. These will destroy your disks and keys. Don't put them near the computer. Several in the UG have knocked over glasses of wine into the keyboard: disks have been soaked in coffee, and so on. If a disk gets wet, throw it away. You will make the disk drive head dirty if you just "try and see" if it is okay. If you pour liquids into your computer: clear non-sticky ones (water, etc) will usually be okay if you stand the computer on end and let it dry out. Sticky ones (beer, coca- cola, etc) may be a problem. Let the machine dry out. If it is not okay, and your warranty is over, then open and clean with a moist cloth. If your warranty is still good, go to your dealer. CIGARETTES cause lung cancer. Your lungs will rot and you will die. CLICKING is pressing a mouse button once; DOUBLE CLICKING is two quick clicks. If you can't double click fast enough, use the CONTROL.ACC (it's in the Owner's Manual) to change the click response time. You will find that some programs will allow the right mouse to click. Other programs will have special or secret functions if you click in strange places. Always try what seems intuitive: mice are very popular with some programers. WP WP is Word Processing (text editors are something else. COPY DISK JOCKEY is what you are if you try to copy disks by dragging icons. If you don't like the DISCO scene, then use a RAMdisk, a file transfer PRG, or a good copy program. Laws Computering has its own laws. The most famous one is: Garbage in, garbage out. No software or hardware is going to improve a lousy idea, even if it is Reagan's Strategic Defense Initiative (Starwars). Another rule is: The more important the piece of work, the more likely that things will go wrong. This has been confirmed by many users. A third rule, closely related, is: Computers have no mercy, especially with deadlines. Many users, when facing a systems crash, tend to become Catholics; any and all saints are called upon to save the file. This reminds me of the story about the little boy who was climbing around on the roof of a high building; he slips and starts to slide to the edge; he cries out "Oh, God!" Just then, his jeans catch on a nail, and he stops; so he just looks up and says "Never mind!" *.* The symbols "*" and "?", in computese, are usually called WILDCARDS; they represent any value. These ?.? are often used in the directory window, for example, to specify which files will be shown. The combination *.* is big magic; it means, literally, WILDCARD.WILDCARD, or ANYTHING.ANYTHING, any file with any extension will be shown. If you write *.DOC, any filename with only the extension .DOC will be shown. If you are hunting for .ACC (accessories) and maybe you changed some of them to .ACX, then try .AC? This will show only those which have AC as the first two letters of the MASK extender. Selecting files in this way is called using a MASK (a filter). BBS Bulletin Board Service (Opslagstavle program, but nobody says that. It is also called an electronic mailbox.) If you have a modem, then you can call a central computer (a BBS) and leave messages to other users, receive messages, and get copies of programs. A BBS lets different kinds of computers  talk to each other directly. Our UG has one (tlf. 06109777). Database A database is a program which allows you to collect a lot of information and then get at that information in many different ways. It is nothing more than a very fast and very flexible card file box. Databases can be either on your own disks, with your own data, or they can be large, indus- trial/research databases (instead of 500 or 1000 items, they can have millions of pieces of infor- mation). Large databases usually have their own special programs, written especially for that kind of information, and hence, to use them, you need special training. Practically every single major profession has a major database. Some major data- bases are open and free; either you go to the office (such as a university library database) or you can reach it by telephone; anyone with a modem can call and use them. Most databases charge a fee; usually around 20 to 50 dollars per hour. If you know how to use the base, then you are not on for more than 10 or 15 minutes. Many are commer- cial. The database for oil companies costs 100,000 dollars per hour. That is cheap; a single drilling costs about 15 million dollars; you will gladly pay a 100 big ones just to find out if you have a chance. Modem connects your computer to the telephone so that it can communicate directly with other computers (BBS, databases, banks, other users, etc.etc.). Mouse An interface device. A way of sending information to the computer. Your keyboard does the same thing. Mice were developed in the late 60's by Xerox Corporation. Apple made them standard. IBM (I Borrow from Macintosh) laughed at them for a long time, but they are now standard on the new IBM's. Other ideas were light pencils: a pen connected by a wire: you simply pointed at the screen. But that requires even more waving around with your arms. A joystick is a mouse of sorts; just another way to send information to the screen. There are trackballs: you spin a ball to position the cursor. These were developed for arcade games (rough and unstealable). Use SPEED- MOUSE; it reduces your mouse's running space (see Mouse chapter below). Future mice will not be mice at all, but possibly a pair of gloves which send hand positions and movements to the computer: you "pick up" and "handle" what is on screen; there is even feedback: you can "feel" the objects, not just see them on screen. In ten years or so, there may not be anymore monitors or mice; you can interface with your computer simply by waving a hand, moving your finger, etc. Some users already interface with their computers in this manner: something goes wrong and they punch the screen. RAM disk. This is very difficult to explain; although when you understand the concept, it is very simple. An entire chapter is dedicated to this subject below. It is a method of storing data electronically, instead of on disk, so that you can access (read or write) it much faster. It is extremely useful; every single advanced user works with one. READ/WRITE. Reading means that your disk drive is reading the disk, and getting information. This is also called LOAD "loading"; you load by reading a program and moving it to RAM memory. Writing means that your disk drive is writing information onto the disk (saving). Kilobytes, bytes, KB's, Kbs. The most simple unit of informa- tion is a bit: it is either yes or no. Eight bits together can define (describe or state) just about any letter or message we would want (just multiply 2 by itself 8 times; that produces 256 different states, which means 256 possible separate charac- ters). That we call a "byte." When you press the letter "R" on the keyboard, you don't send an "R" to the computer or screen; instead, you send a string of bits. A word, or a page, or a picture is thus made up of a long string of bits. What is important to know at this level is the size of that string: how long it is. Your files (information, texts or pictures) will have dif- ferent sizes. Short files are of course smaller than long files. Click on OPTIONS to show as text, instead of icons, and you will see the byte size of all your texts. 1024 bytes is a kilobyte; so a file that is 23,378 bytes is also 22.8 kilobytes (you usually round up; therefore it is about 23 kilobytes.) A page of 1st Word text is about 3 kilobytes (3000 bytes). (Of course, this depends on whether you have full pages of text, or lots of empty spaces.) Later in your work, as you began to fill up your disks, it becomes more important to know the kilobyte size of your files. KB is the usual abbreviation for kilobyte; Kb is the abbre- viation for kilobits. TOS "The Operating System". This is called DOS ("Disk Operation System") on PC's. MS-DOS means that it was written by MicroSoft. TOS is a complex group of programs and systems which make the computer work. Think of a core surrounded by several layers. The central core is the machine itself, the chips and other hardware. Around it, covering it, is: 1) BIOS (Basic Input/Output System). This depends directly on various basic (or main) devices. It works at a very low level. It reads the keyboard, writes single characters to the VT-52 screen, and several other things. 2) XBIOS (eXtended BIOS). This allows access to an extended set of specific devices (for example, the printer ((both parrallel and serial ports)), the mouse, midi, sound, etc). It permits general disk access. It formats disks. Both BIOS and XBIOS form the first level around the hardware. 3) BDOS (Basic Disk Operating System). It is second level. It is therefore not so specific to the hardware. It writes strings of characters to/from the screen/keyboard. It takes care of memory allocation. BDOS runs programs and files. It creates files, does the Read/write, deletes, finds files, etc. 4) A-Line Routines. These simple commands take care of a great deal of the actual work of setting up what becomes the image on screen. Dots, lines, rectangles, filled rectangles, fill closed paths, move/copy rectangles from one place to another, etc. The Blitter works in this area by speeding up these calculations and movements. Over this is... 5) GEM (Graphics Environment Management). A set of routines which are independant of the device. The third layer around the computer. These control the windowing. And last of all, most visible to the user, is... 6) The application program (such as 1st Word). Our programs are the shell, the outside level of this system. The program uses a complex group of abilities from the various parts of the Operating System (OS) and presents them to the user as a simple  image on screen. The shell uses GEM to present a graphic interface between the user and the OS. For simplicity, I only mentioned some parts of this system. There is debate and discussion of whether or how much any one part is distinct from other parts. You can see that all the computer magazines spend a great deal of time trying to explain this. There are very few people who understand this system entirely (only a handful of top professional programmers, and they have quite a bit of arguments about it). If you only want to use the computer, or just do some simple program- ming, you do not have to worry in the least about any of this. Problems The curious thing about computers is that a problem is not a problem, but rather, a challenge. (My high school gymnastics teacher, Coach ((we called him "Coach")) always said "Let it be a challenge to you.") If your car has a flat tire, that's a problem: it has a clear nature (hole, no air) and a clear solution (patch and pump). No discussion. But on a computer, anything can be done in at least ten totally different ways, with totally different methods. And no one agrees about the explanations for why it works. Everyone will solve a problem in his own way: to print out new characters, for example. Hardware people will change the chips. Programmers will reprogram. I would use a utility program. Font users will add fonts; others will redefine the printer. It is very difficult to give "answers" to problems: You "think" you have a problem; you try to describe it, but a working answer, and a final description of the problem, will be something totally diffe- rent. The whole thing is a problem. RAM/ROM. You have two kinds of memory chips: ROM (read only memory) which has information on it which can't be changed or deleted (it can only be "read"); RAM (random access memory) is memory space which you can change (add and remove). Resident. One often talks about resident programs. That means a program which is in the computer (not on disk). The concept is not too clearly defined; different things can be resident in different ways. Your accessories are called resident; they are in the RAM chips; so you call them RAM resident. When you have TOS in ROM, then it is ROM resident; it is in the ROM chip. You need to know about this only to know the difference. Resident (An example) The program which formats your disks (the one in the desktop menu) is a ROM resident program: it is always there. 520 RAM, 1040 RAM, 2 and 4 MEGA RAM. Different "sizes" of ST's. The number tells you how much RAM the machine has in kilobytes. A 520 RAM machine has 520 KB of space to use (the actual number will be less than that). A 1040 has twice the capacity, and a two mega ram ( 2 MEGA ST) is twice as large as that. For comparison,an expensive calculator has 2 or 4 KB of memory. The Commodore 64's which are so popular have 64KB of memory: a 520ST has eight times as much. The standard PC can be upgraded only to 640 KB: a 1040 ST is almost twice as large (and twice as fast). These numbers only give you a rough idea of size: a poorly written program can work very well, but take up an enormous amount of space: well written programs can often be much smaller. It is only for marketing reasons that the numbers are not correct. You will soon figure out that a 260ST really has 256 KB; a 520ST has twice as much, or 512KB; a 1040ST has therefore twice again as much, or 1024KB. But the numbers are not "pretty," 256/512/1024 is "messy." The marketing people in Atari forced the name to be more presentable. RYFM What a programmer will tell you if you ask a question which is in your manual. "Read Your *.* Manual" he means. You must read, re-read, and, several weeks or months later, re-re-read the manual. Things you did not understand then will become clear later. CPU The main chip in your machine. The Central Proces- sing Unit. This is where much of the actual work is done (instructions are carried out, etc). You don't need to know about this, the GLUE chip, or any of that stuff, unless you want to start taking your machine apart. FOOTPRINT The amount of space it takes up on your desk. Many more concepts and words are defined and explained in the rest of this text. If you find words which you don't understand, let me know. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Don't worry, most Americans and British don't understand much of this vocabulary either. Computer English is just as artificial, false, and unnatural as Computer Danish or Computer German. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Just for reference, here is the DESKTOP with MENUES (for those who are reading this on paper). Mt. Fuji icon File View Options ------------- ------------ -------- ------------------- Control Panel Open Icons Install Drive Install Printer Show Info... Text Install Application Set RS232 Config. New Folder Sort By: Set Preferences VT52 Emulator Close Name Save Desktop Ram Free Close Window Date Print Screen Format... Size Type (* Ram Free is optional) If you do not have these options, something is wrong with your system. Many of our users have not gotten the Control Panel, for example (I didn't get my for the first 4 months). If you do not have this, contact us. The new Control Panel (20KB large, instead of 16KB) joins the Control Panel, Install Printer, and RS232 all into one, a great improvement which clears up two accessory slots (spaces). I include RAMFREE.ACC, which should be a standard. It reports on your memory size left. You must fully understand what all of these options can do. Read your manual again if you don't. It is here that you will create boot disks (AUTO folders), add new ACCESSORIES, create new disk icons for ramdisks (and remove the silly second drive icon if you only have a one drive system), change icon names, file names, change files to READ ONLY, set up your printer to print full screen pictures, make standard format disks, set your screen to show files by KB size, set up your files to automatically load just by double clicking on them, save your desktop, and make printouts of your screen. If you don't understand any of these, or are not able to do them, then READ YOUR MANUAL AGAIN! This SECOND MANUAL assumes that you understand those options. Much of what follows will use these options to change your system. The Owner's Manual only describes the options; it doesn't began to explain that with these; you can change and adapt your system to suit your hardward and needs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . V NUMBERS. Programs often have numbers after the name. There is not much of a standard regarding these numbers, but the following seems to be followed by the professional software producers. WORDPLUS V2.02 UK, for example. What do those numbers mean? V2.02 UK means Version 2.02, with British spelling and dictionary. The text versions of the program are usually called V.0.XX. The first released version of a program is called V.1O; when small changes have been made (corrected spelling, etc,) then the new updated version becomes V1.01, V1.02, V1.03, etc. When bigger corrections have been made, then it becomes V1.1, V1.2, V1.3, etc. When major updates and changes have been made, the whole digit changes: V2.0, V3.0, etc. If there are various versions of the program, usually for various languages, then it can be called UK (British English), US (American English), etc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Why bother with V numbers? Programs are constantly being upgraded. They are improved. New options are added; errors are removed. About every six months, we see new "generations" of programs: an idea is introduced and is quickly adopted by other programs. You will find out that using a computer is a job of constantly looking for the arrival of better, faster, more powerful programs. Therefore it is difficult to write a standard, "once and for all" list of "tips and tricks;" six months later, it is useless. 1st Word V 1.01, which was the standard for quite some time, is outdated; hardly anyone uses it anymore. Most moved on to V1.06, many use 1.16, and the elite use 2.02. V1.01 is just primitive. There are fashions in computering, just like in bikinis and epistemology. WIMP, the Windows/Icon/Mouse system, is very fashionable now (Apple developed it, Atari copied it, IBM copied it too.) But it is slow and difficult; we may see programs which are not GEM based (TEMPUS is an excellent example). The whole story between Apple, Atari, Commodore, and IBM is much more interesting than Dallas or Dynasty. Xerox originally deve- loped the mouse in the 1960's. At the Xerox Palo Alto Research Center (PARC)(which also developed SMALLTALK, an advanced inter- face system), the main parts of the mouse and windows idea was developed. Steve Jobs, co-founder of Apple, used to hang out there. Apple took those ideas and added their contribution: menus. The look of the windows was designed by Apple as well. Digital Research (DR) came along and simply copied the whole thing and sold it to Atari. Apple sued. Apple, a huge company, could have kept Digital Research out of the market for years (DR had been losing money already), so they settled out of court: Digital possibly agreed not to sell any further developments to Atari. That's why, although better versions of GEM exist, we won't get them for the ST. Apple deserves a great deal of credit for being innovative enough to bring such an advanced system to a market which was totally dominated by IBM. Bill Gates, of Microsoft, which wrote MS-DOS, used in every IBM PC and compa- tible in the world, who has a personal fortune of 700 million dollars, laughed at windows and mice and said real men don't use that sort of stuff. Most PC users hate mice. IBM ignored windows ("It has no use in the office.") DEC, which makes the best mainframes, has now agreed with Apple to use the Macintosh desktop as the interface to their mainframes. So what happens to the other companies? Look at the new PS from IBM. All windows. All mouse. Developed by Bill Gates, who now calls himself "The World's Greatest Expert On Windows And Mice." Hewlett-Packard also copied the Windows/Mouse system. Which now has caused Apple to sue both IBM and Hewlett-Packard. This will be an interesting court fight: at stake is the control of the desktop computer market for the next 10-15 years and a market which is worth at least 100 Billion dollars in the USA alone. Digital Research wrote much of the ST's operating system on a contract for Atari Corp. GEMDOS, GEM, ST BASIC, and ST LOGO were done by them. GEMDOS and GEM are poorly written; ST BASIC and ST LOGO are garbage. Silly and trivial errors were made in the GEM system (for example, the harddisk can't have a partition larger than 16MB, simply because of an incorrect number). Atari wrote BIOS, XBIOS, and ALINE. The GEM we have on the ST is a pre-release version from Digital Research. That is why it has bugs and is slow. GEM is already available as versions 2 or 3 on PC's. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MORE NUMBERS: Flip your ST over (gently! gently!). The number stamped on the bottom tells you how old your ST is. Apparently these are sequential; the first one is 1,000,001. Mine is in the 9000's. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Something that is recommended to everyone is to open their computer. Take a look inside. See what goes on in there. It is a simple process of removing only about 20 screws (keep track of which go where!). The machine can easily be put back together again (it was designed to be put together by 14 year old girls working under slavery conditions). Note that changing the machine will violate your warranty, if that is still valid. Many German ST's have a sticker on the case which may not be removed without tearing; this prevents you from opening it. Do not violate your warranty. Please unplug the machine completely before opening. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ATARI, by the way, is the Japanese word for the game "GO". "ST" means either "Sam Tramiel," the hotdog capitalist who owns and runs Atari Corp, or "Sixteen/Thirtytwo," a technical description of the chip's processing capability. The 68030 machine will be called the TT, which means 32/32. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A SINGLE SWITCH. It's not necessary to flip three separate switches to turn on the older ST's. Run all your plugs to one extension plug, put a switch on that, and connect it to the wall. Now just switch off and on there. The whole system turns off and on with one switch. I put my START UP DISK in the drive and run the juice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SWIVEL CHAIRS: All computers should be sold with an office chair included: the kind which turns, is on wheels, with a backrest. You will tend to twist around quite a bit, reaching over and around your keyboard. This will hurt your back. You can buy an office chair for about 5$ (or fifty kroner) at the Salvation Army's second hand stores. The Salvation Army, with its good contacts, tends to get large donations of materials from com- panies. The Salvation Army is by the way my favorite general charity, 92% of their income is used for the poor. The highest paid person in the Salvation Army recieves 23,000$ a year. Nothing. In comparison, most charities spend 45-60 percent on the poor, and the rest on being fat bureaucrats. The US Department of Welfare, which gives aid to the poor, spends 90% on themselves (perhaps I should rephrase that "...which gives aid to the poor..."). If you sit for long periods, your back will hurt anyway. Back problems are common among users; we will sit for three or four hours straight just trying to figure out a program or solve a problem. Something that I have found that helps is a foam wedge pad; it is about 10 cm high at the back. You sit with your knees lower. It has helped me somewhat. You can get these at any foam store for about 2 or 3 dollars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bundled Programs: When you bought your ST from a store, several programs were included with the machine. Some of these were written by Atari Corporation (fx ST WRITER), others were written by independant software houses and were bought by Atari for giving to its customers (Fx 1ST_WORD, DB MASTER ONE). The different programs were given out at different periods and in different countries: new buyers do not get 1ST_WORD anymore, for example. DB MASTER ONE, a database, was given out in Denmark for a few months in 1987. These programs have a curious status; they are very much commercial programs, they are copyrighted, you can not just hand out copies of them. But so many people have them and 1ST WORD has become the standard wordprocessor; it is nearly public domain. A number of public domain services in fact hand out copies of 1ST WORD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Don't waste your time with ST-BASIC, the Basic program that came along with the computer. It's got errors, and rarely works right. I've never figured out what to do with LOGOS; absolutely no one uses it. Blank out those free disks and use them: they're high quality. If you ever want those PRGs again, just go to your dealer with the disk and tell them that it was blank. If you want to learn Basic, or use Basic, get GFA Basic from West Germany: good and fast. Most people use GFA; it is pretty much the standard Basic for the ST; it has good manuals, and lots of books (the first English translation was lousy; the second is better). You can talk to lots of other people about GFA. FAST BASIC from England is also very good and popular. Omikrom Basic from Germany is good too. (STOS isn't bad if you fancy writing games either...few bugs though! S.P) There is a new version of ST BASIC, written by one of the Tramiel boys, which is bundled with new ST's, but it doesn't seem to be anywhere as good as GFA, Fast, or Omnikrom Basic. Atari Corpora- tion, which only earned 180 million dollars in straight profits last year, refuses to give you a manual. They will send you to the dealer, who is going to laugh if you ask for a 100 page manual. Many people ask which languages will run on the ST. Just about every one. All the major languages, and many dialects, have been adapted to the ST (Basic, Logo, C, Pascal, Modula 2, Lisp, Prolog, Smalltalk, APL, Fortran, etc etc.). Both old fashioned procedural languages, like Basic, and the new artificial intelli- gence langauges have been adapted to the ST. "New" langauges aren't. LISP, the major artificial intelligence language, is over 30 years old and older than BASIC. ----------------------------------------------------------------- Buying hardware and software: Quite a few of our members have bought computers in West Germany and England, despite the long held arguments regarding lack of service or support, without problems. At present, there is no reason for buying hardware or software in Denmark. As for service and support, there is none in Denmark. Prices are simply lower in Germany. With the sole exception of PIXEL (tlf. 05/152441), we do not yet know of a ST distributor which will give qualified service or meaningful support to a professional ST user. Danish businesses which sell business computers have dropped the ST because they were unable to rely on Atari Corporation for service or parts. German stores deliever what they promise. German stores are also reliable in long term: Danish stores has started and stopped with amazing regularity; the first two distributors for the ST crashed spectacularly. New World provided some unbelievable examples of amature errors and poor business sense. The previous importor is remembered for worst things. Datakilden in Copenhagen made such a disaster that they simply declared bankruptcy, to escape their angry customers and debts, and started up again as Scandinavian Software. A company to avoid, in any form. If you are going to invest in hardware or software, check with another user first: make sure that the company is reliable. Atari has come under very strong criticism from developers and users. There is simply no developer support or customer support. For all of their spectacular sales and profits, Atari does not bother with companies which are developing software/hardware for the ST. TOS is faulty; it makes errors and is limited. It was poorly written. Atari kept coming out with new versions, end- lessly changing the TOS; there are dozens of versions now. The latest is not 100% downwards compatible. GDOS, a supplement to the faulty TOS, has been kept secret/unavailable for a very long time. GEM information has been kept secret for no particular reason. The ST is a thirdparty machine: practically everything to it was developed by companies independantly of Atari. It is no secret that Non-Atari components are usually better than Atari compo- nents (especially drives, harddisks, monitors). Practically no application software has been developed by Atari. We don't even have software guidelines for the ST: each developer must invent his own format. Therefore the ridiculous situation with graphics: it is a pain in the neck to convert pictures from one format to another: it took over two years to get a wordprocessor which could read graphics. A software guidelines would give developers the ability to write programs which are compatible with one another. All Macintosh programs are intercompatible: just about anything can be moved from one program to another. This is unthinkable on the ST: try moving your spreadsheet into your wordprocessor. And then into your drawing program. No way. The result means that hardware / software developers must think twice  and twice again before entering the ST market: they must first establish a standard. We users lose: we don't get radical, interesting programs for the ST. No one in their right mind is going to develop a totally new program on a machine which has such a difficult market. Get a copy of our PD catalog and ask for the USENET disks: these are downloads (copies) of discussions in the ST section carried out by many of the major persons in the ST world. The Tramiels, Digital Research (who wrote GEM), Atari's marketing director, Simon Poole (far away the best PD author on the ST) and dozens others are talking, discussing, criticising (and bitterly attacking) the ST. Don't start wondering whether you should start looking for another computer. The ST is a great computer. It is extremely powerful. It works, all in all, rather well. It is VERY reliable. Salespersons will tell you in confidential conversation that 30 to 40 % of Amigas need to be rebuilt: perhaps only two or three of 100 ST have problems (and these are mostly just loose chips which are easily fixed). The Amigas are a pain in the neck with their disk sensitivity (a disk must be very good for it; ST's will run fine with not-so-good disks (ie cheaper). And let's talk programs. It tooks seasons for the Amiga to get a simple wordprocessor; we had SIGNUM. There are far more applications programs for the ST. The fact is that there are more games, and more newer games, for the ST than the Amiga, the games machine. And last of all, price. The ST is simply cheaper. Power without the price. The price is of course customer support: you won't get that (and we don't expect it to come either). The only alterna- tive to the ST is the Macintosh II; and that involves a very large price difference. West Germans have really taken to the ST; it is the Mac of Germany. Lots of programs and hardware is created there. We can expect developments and progress from West Germany for the ST. For the money, the ST is the best you can buy in Europe. End of Chapter One: The Beginning. ====================== * * ====================== Chapter Two: The Keyboard Tips and tricks regarding the keyboard: ESCAPE: A clever trick, when working on the DESKTOP: You have a window open, showing one disk DIRECTORY (the contents). You switch disks. Do you the MIND - ROLL Relax. Take a deep breath and leave your body behind. You're now the Orb of Id, ready to bump, roll, and crash through ten different planes of an insane, 3D puzzle. Slide around shocking, electric seas, bounce off invisible walls, and pick up keys and amulets to escape disturbingly infinite mazes. Move fast to finish each plane in time, but don't get careless - one step over the edge and you'll fall into the deep, dark Void of Freud. Game Controls - Roll Push joystick handle in any direction. Release joystick handle to stop. Jump Press fire button. Pause a game Press P. Press it again to resume play. Return to Opening Screen Within a plane, press Esc. End a session Reboot your system. Help Press Help for a list of key commands. Press Return to resume play. Play the Planes From the opening screens, press the fire button to see the Choose Plane table. Select the plane you want to play by typing its number, then press the fire button to begin. After you successfully complete a plane you return to the Choose Plane table to select the next plane. Use the Designer screen to set up the planes in the order you want to play them. Follow these steps: 1. From the opening screens, press F7 to display the Designer screen. 2. Type the number of the plane you want to play first. That number appears in the highlighted box on the far left and the box moves to the right. Then type the numbers of the other planes in the order you want to play them. Be sure to enter a plane's number once only. 3. To change a number, push the joystick handle right or left to move the highlighted box to the number you want to change. Then type a new number. Again, be sure a number appears once only in the list. 4. Press the fire button when you're finished. The opening screens appear. Press the fire button to see the Choose Plane table with your first choice highlighted, then press the fire button again to begin play. As you successfully complete each plane, the Choose Plane table appears with your next selected plane highlighted. Press the fire button to continue play. Note: Completing each plane increases the difficulty of other unsolved planes. Surviving Time is your worst enemy. The upper right corner of the screen the Planes shows the time units you have left to complete the plane. As you roll through the planes, keep an eye out for the symbols below. Some are beneficial, some are bothersome, and some are downright lethal. Touch the Goal to complete each plane. You end a game and return to the Choose Plane table if you bump into an Eliminator or time runs out. __ (--) ||= Key ___ __ |= | (/\) Lift Up (_) Amulet (||) __|__ Energizer (||) | _ (\/) Lift Down (+) Time Booster -- ? Surprise Star surrounded by a circle - Teleport Skull & Crossbones - Eliminator The word GOAL in a box - Goal Box with mazes inside - Electric Sea Id's Up to You! PLANE 1 - Roll or bounce the length of the plank and drop through the Void into five subplanes. Two hints: In subplane 3, avoid the Electric Sea - it speeds up the clock. Slalom to the finish in subplane 5. NOTE: If you leave plane 1 before you finish all five subplanes, when you return to plane 1 you will continue on one of the remaining subplanes. PLANE 2 - Roll over Keys (in the right order) to open doors. Roll near Keys to make more Keys appear. Use Teleports to scout out the entire maze. PLANE 3 - Stay out of the Electric Sea! Find four hidden Amulets to make the Goal appear. PLANE 4 - Race down the track as fast as you can. Avoid time-draining blocks and use Lifts up and down, as you have a limited number of jumps. PLANE 5 - Fill the puzzle with tiled squares. PLANE 6 - Grab the three sets of Surprises to make the Goal appear. If you roll over a Surprise in the wrong order, pneumatic tubes suck you up and deliver you to an Eliminator. Avoid the time-eating Electric Sea! PLANE 7 - Pick up extra Time Boosters - you can use them in other planes. PLANE 8 - Roll over all four Keys in one of the four mazes before you run out of time! PLANE 9 - Bash out all the cubes. Energizers temporarily boost your speed. Avoid the flashing squares! PLANE 10 - Bounce from platform to platform, but tackle only one unit of height at a time to avoid a time penalty. Get to the Goal as fast as you can! Scoring When you successfully complete a plane, any time units remaining convert to points. (For example, 5 time units remaining earns you 5 points.) Time left when you finish a plane also carries over to the next plane you play. You score points by rolling over the following: Keys and Surprises.. 2 points each Amulets.. 5 points each Bonus rounds, worth 20 points (and sometimes extra time), follow the planes you successfully complete. Follow the arrows to play bonus rounds. Press the fire button to continue play after bonus rounds. Scores of the first five games are recorded in the Master Table. As you continue playing, higher subsequent scores replace those scores. At the Master Table, type your name next to your score. Press RETURN to enter your name in the table and save your name and score to disk. Mind-Roll (Complete manual & Cracked Game) Brought to you by The Leader in Cracking Technology World of Wonders Docs typed by The Corsair's secretary. Edited and corrected for ST use by Sewer Rat. OPERATION NEPTUNE by Infogrames These DOCS were originally typed by THE WORLD OF WONDERS and edited by Sewer Rat. THE STORY You are BOB MORANE, locked in a deadly struggle with your old enemy, the Yellow Shadow. His new underwater bases are designed to build a series of killer robots which will be unleashed on an unsuspecting world. Once crushed and demoralized, the world's populations will be incapable of resisting against a new and dreaded global dictator: MR. MING, the YELLOW SHADOW himself! The Free World's Secret Services have turned to you for help. At 6:15p.m., you are parachuted into the zone where the YELLOW SHADOW has built his bases; the MARSHALL Islands in the Northern Pacific. As soon as you land, you must eliminate, while piloting a jet-bike, a DACOIT (one of the YELLOW SHADOW's hired thugs), then take control of a bathyscaph (mini attack-submarine). When you've reached the ocean-bottom, you must protect your bases and destroy the YELLOW SHADOW's growing network of bases. If this mission seems tough (and it is), then you'll be horrified to know that there's more danger waiting for you down there! Minefields, man- eating sharks, giant squids and DACOIT divers, the fanatical servants of Mr. Ming who will kill you for the glory of the YELLOW SHADOW. These ruthless killers will show no mercy. And in case you think you'll still have time for admiring the scenery, the YELLOW SHADOW has laid on a few fleets of undersea scooters; their super-laser beams can turn your sub to ash! YOUR MISSION OBJECTIVE - TO WIN: You must destroy every one of the YELLOW SHADOW's bases. You do that by placing mines on the energy canals which connect Mr. MING's bases to each other. Every enemy base is linked to one or more other bases by these energy canals in the middle of which you will see ENERGY REPEATERS. You must, therefore, eliminate these REPEATERS in order to destroy the energy canals and isolate the base. When one of the YELLOW SHADOW's bases is isolated, it will self-destruct automatically due to energy failure. You will see the different ways to eliminate the REPEATERS a little further on. - YOU FAIL: If any one of the following happens: * BOB MORANE runs out of energy. * BOB MORANE runs out of oxygen. * All the Free World bases have been destroyed by Mr. MING. Mr. MING'S METHODS In his efforts to take control of the underwater regions of the world, Mr. MING constantly creates new bases and links. - To protect these bases, Guard Patrols circulate permanently. - Work Patrols toil round the clock, to build and repair the links between the various bases in Mr. MING's undersea network. - War Patrols attack Free World bases and are currently hunting BOB MORANE. During your mission, these enemy bases will seek to destroy you. Their Patrols will defend, attack and counter-attack ceaselessly. Keep your eyes open! BASIC GAME CONCEPTS - All the movements (cursors, Bob MORANE in frogman mode or in undersea scooter mode, bathyscaph) can be controlled either by the mouse, joystick or cursor keys (only exception: introduction where the mouse isn't taken on account). - To click means to press the left or right mouse button; the fire button of the joystick or the space bar. - Hitting the ESC key corresponds either to quitting the map mode, the undersea scooter mode or the frogman mode. - Pressing RETURN: * In map mode; after having clicked on an item, it engages the automatic pilot (it won't be necessary to go back into the bathyscaph to change direction). * In frogman mode; you manually launch the time bombs which explode after 30, 35, or 40 seconds depending on the difficulty level. * In the bathyscaph; you'll make the cursor appear or disappear. CHOOSING THE DIFFICULTY LEVEL Before the game starts, the program asks you to chose the level of difficulty. Press the corresponding key: F1 = easy F2 = average F3 = difficult GAME PHASES 1) PARACHUTE JUMP AND SEA-SCOOTER BOB MORANE is parachuted over the ocean and then pilots a jet-bike. As soon as you take control of BOB MORANE, you'll have to eliminate a hostile DACOIT. One of you must fall into the water. You may pilot your scooter from left to right (using the cursor keys or joystick) while trying to unbalance your enemy by kicking him! right arrow : ................ scooter right left arrow : ................ scooter left Fire button or Space bar : ... a hefty kick. 2) GAME PRESENTATION If you manage to make your enemy fall into the water, you will leave your scooter and as the game title and credits scroll across the screen, you enter your mini attack-sub. To interrupt this presentation sequence, hit the ESCAPE key. 3) INSIDE YOUR SUB You're at the controls of the Bathyscaphe C5. Here's a description of your equipment: - COMPASS (top left): It indicates, in degrees, the angle of your submarine in relation to North, which is always the top of the map. You'll need the compass to navigate correctly. - CLOCK (top right): You can keep constant track of time. - CONTROL MONITOR (under the clock): When your sub nears an object, automatic sensors attempt to analyse and display it on this monitor screen. The object may be: * a friendly base * an enemy base * an enemy patrol * an energy repeater. - LEVEL (white gauge right): oxygen level drops 4 units every minute. Your submarine (the Bathyscaphe C5) has a maximum 10-minute supply. When the oxygen level reaches 0, the game ends. The YELLOW SHADOW has won! - ENERGY LEVEL (orange gauge right of the oxygen level): taking hits will reduce your sub's energy level. If energy drops to 0, the game ends. The YELLOW SHADOW's cackles triumphantly! - UNDERSEA SCOOTER (sloped zone, left): click on this to leave your sub, piloting an undersea scooter in a deadly battle with the YELLOW SHADOW's patrols. We'll see more details in . - TIME-BOMBS (Bomb icon): click on this to activate a time-bomb. We'll see exactly how it works in . - LAUNCH DECOY (right of bomb icon): click on this to activate a decoy which will attract almost all of Mr. MING's patrols. We'll see this in more detail in . - FROGMAN (sloped zone, bottom right): click on this to leave the sub, in deepsea diving gear. You will then combat enemy frogmen, squids or sharks. You must manually place the time-bombs on the energy repeaters. 4) MAP MODE When in your submarine you will see, center-screen, a porthole looking directly out to the underwater world you're moving through. To see this underwater world on your map, click beneath the Bomb icon. Here is a description of the various elements you can see. Enemy bases are RED and are linked to one another by an energy and communications network. YELLOW Guard Patrols move permanently around these bases, ready to defend them against attack from BOB MORANE. WHITE Work Patrols wait their turn to come out and build new bases and new energy lines with new repeaters. RED War Patrols attack WHITE Free World bases and BOB MORANE's submarine. REPEATERS are represented on the map by flashing points on the enemy energy canals linking the YELLOW SHADOW's bases. Time-bombs and decoys are also shown on the map. To access information about screen elements, move the mouse to point the cursor at the place or patrol of your choice, then left-click to display the relevant information. You can learn: - For a base; its type, personnel and strength (0 to 100). For friendly (Free World) bases, you will also see their energy reserves (0 to 100), oxygen reserves (0 to 100), bombs available (0 to 10) and decoys available (1 to 10). You can stock up your submarine by docking above one of these bases. Naturally, their reserves will diminish temporarily as you use them up! A good idea is not to empty any friendly bases of all its reserves. - For a time-bomb; you will be given the number of seconds before it explodes. - For decoys; you will be told how much longer they will continue to operate. - For an enemy patrol; its type and size. - For an energy repeater; its link-up bases. To return to Pilot mode, right-click your mouse. 5) MOVEMENT When you quit Map mode, having clicked on an element on the map for information and pressed RETURN, your sub will enter AUTOMATIC pilot and head for the clicked-on element. If you clicked several elements, the Auto-pilot will make for the last one. Auto-pilot guarantees against hitting rocks and mines. However, Auto-pilot is not 100% efficient! It travels only in angles which are multiples of 45 degrees (0, 45, 90, 135, 180, 225, 270 315). That means that if you choose a destination with a heading different from 45 degrees, your Auto-pilot will zig-zag its way. This uses more energy. Sometimes it's wiser to switch to MANUAL piloting! To switch to MANUAL, simply quit the map mode, press RETURN and pilot the bathyscaph. To leave the auto-pilot mode and take manual control, press RETURN. To change direction while in auto-pilot mode, switch to map mode (your sub keeps advancing), then point and clock on a different place. Your submarine will change heading and make for the new destination after your pressing RETURN. Note that as you move, the YELLOW SHADOW's patrols also move and act. 6) FROGMAN MODE Use this mode to manually place a time-bomb. First check that you're over a repeater. When you've clicked on the FROGMAN option, you control BOB MORANE in deepsea diving gear. You can use the keyboard, the joystick or the mouse. Press RETURN to drop a time-bomb (set to go off in 30, 35, or 40 seconds) depending on the difficulty level. WARNING! - Contact with a shark, squid, or enemy diver lowers your energy and oxygen levels. - Should BOB MORANE, an enemy diver, or a creature prolong contact with a time-bomb, then the explosion will be triggered! The same thing happens If anyone fires at the bomb. To re-enter your submarine, simply hit the ESCAPE key. BOB MORANE will go into the entry-chamber. He may still be in contact with enemies at this moment. 7) UNDERSEA SCOOTER MODE You pilot a scooter equipped with a super-laser. Your enemies are Mr. MING's scooters. Pilot the scooter with the mouse, joystick, or keyboard. Fire with mouse buttons, Fire button, or Space Bar. You can flip the up/down movement mode of your scooter (Plane mode or not) by hitting the F1 key. Enemy patrols have varying numbers of vessels: * 6 vessels for War Patrols, * 4 for Workers, * 2 for Guards. To quit the combat for any reason, press the ESCAPE key. Contact with floating mines, launched by your enemies, will drain some of your energy. 8) LAUNCH TIME-BOMB MODE You can drop your time-bombs without leaving your submarine. Click on the icon to activate the system. Use the Up/down arrows beside the icon to set the countdown (increments of 5 seconds, from 5 to 120 seconds). Launch the bomb by clicking on the time-display zone which flashes during setting. A display indicates the number of time-bombs in stock (maximum 5). The color codes are: * YELLOW - the bomb is available. * BLACK - the bomb has been used and is unavailable. * RED flashing - the bomb is activated and visible in Map mode. 9) LAUNCH DECOY MODE Click on the icon to launch one of the five available decoys. It will flash on your control panel. All patrols within a certain distance of your decoy will receive its signals which are similar to your sub's. All affected patrols will head towards the decoy until its 3-minute active period is finished. A display shows current decoy stock. The color codes are: * YELLOW - available * BLACK - used and thus unavailable * RED flashing - activated and visible in Map mode. HOW TO ELIMINATE ENEMY PATROLS There are 3 ways of doing this: * Launch a bomb near the patrol * Undersea scooter combat * Destroy the patrol's home base. DESTROYING AN ENEMY BASE An enemy base is destroyed when the energy canals linking it to other bases have been blown up. You do this by placing a time-bomb over the energy repeater in the energy canal (LAUNCH TIME-BOMB MODE) or by placing it manually (FROGMAN MODE). Launching a bomb is safe but not entirely accurate; water currents tend to move it. Manually placing the bomb is very accurate but dangerous because of enemy divers. A base can also be destroyed by lowering its energy level to 0, which will cause instantaneous self-destruction. You can lower a base's energy by dropping bombs on it. You will, however, need quite a few time-bombs for this. And it takes time, which means you'll attract quite a lot of attention from enemy Guard Patrols! RE-STOCKING Taking hits and just using oxygen and energy will lower your stocks. Used bombs and decoys will also have to be replaced. To continue your mission, you'll need to re-stock. Place your submarine above an active friendly base and your vessel will automatically re-stock with oxygen, energy, time- bombs and decoys. Don't forget that friendly bases have a certain potential quantity of oxygen, energy, bombs and decoys. Each time you stock up, this potential will lower. A base's stock will return slowly to maximum potential. Our advice is to allow a base to re-stock itself before you use it again. THE YELLOW SHADOW SHOWS HIMSELF Each time an energy canal or a base is built, and each time a patrol, canal or base is destroyed, you will catch a vague glimpse of Mr. MING's hateful face! The more bases Mr. MING has, the more out-of-focus his repulsive features become. At the end of the game, when all enemy bases have been eliminated, you will finally see a clear picture of his face in all its malignant ghastliness! FREEZE At any time during play, you can freeze the action by pressing the P key. to restart game, press any key. ________________________WORLD OF WONDERS_________________________ PANDORA INSTRUCTIONS Although we have featured docs to Pandora in an earlier disk, from memory they were not as extensive as these. So, as befits the Sewer policy to always include improved doc files, we have included this one. Sewer Rat! THE PLOT:The generation ship 'PANDORA' was conceived by the British research team Maincore Computer Development in colaboration with a group of eminent European scientists in the latter half of the twentieth century. It carried a mixed crew of humans and droids, and was designed to support life indefinitely whilst it drifted through the unchartered territories of space, seeking out alien life forms of a greater intelligence than Man. The ship was controlled by a seventh generation computer, PANDORA, after which the spacecraft had been named. PANDORA'S design brief was to surpass the capabilities of any other computer past, present or future. During it's construction, a major component, the bio-rhythmic stabilisers, could not be tested under alien conditions. PANDORA'S research team were of the opinion that de-stabilisation of this component could lead to pseudo aggressive tendencies, resulting in contravention of the computer's operational directives. However, it was thought that it was very unlikely that this condition could occur. It is now the 22nd century and PANDORA has been roaming space for almost 200 years and Maincore's monitioring team has discovered that rather than roaming deeper into space, PANDORA is rapidly making it's way back to Earth. PANDORA'S imminent return to Earth has made frontpage headlines in every journal. PANDORA'S current intentions are still not known, and neither are the contents of it's cargo hold. YOUR MISSION Your mission as an inter-galactic salvage operator is to board and investigate PANDORA. If anything untoward has happened, the success of your mission will be gauged by the number of alien artifacts salvaged and return to Earth for analysis. GETTING STARTED To begin your mission, press your fire button. Upon entering the spaceship PANDORA, you will see that the screen is split into two main sections - the play area which takes up approx two thirds of the screen (it is here that your character, guided by the joystick, will pick up objects, trade and fight with the inhabitants of the spaceship) and the character status display panel, which occupies the lower third. GAME INTERACTION All game interaction is controlled through the joystick and the spacebar. The joystick is used to move your character through four points of the compass (N,E,S,W) whislt the spacebar is used to access you inventory. THE DISPLAY PANEL The HOLDING window displays the object that you are currently holding in your hands. If this window is empty, it signifies that you are not holding anything. The CHAR window shows the name of the character nearest to you. The CARRYING window displays the name of the object that the character displayed in the CHAR window is carrying. The BACKPACK window lists the objects contained within your backpack, and this is part of your inventory. This window can only be accessed in INVENTORY mode. The POCKETS window displays the contents of your pockets and these are also part of your inventory. Again, this window can only be accessed in INVENTORY mode. The DEAD CHAR window displays the inventory of the dead character that you are currently standing over whan you select INVENTORY mode. The STATUS window describes your health at any given time. The text in this window is also colour-coded so that white is the strongest followed by yellow, turquoise, green and finally red which signifies the weakest condition. Your overall health goes from MIGHTY to HIGH to POOR, then finally to DIRE. The DIST window shows a numeric value which is rapidly decreasing to zero, informing the player of PANDORA'S distance from Earth's orbit. The FIGHT windows appear during a fight, and are explained under the section entitled 'fighting at close range with hand held weapons'. At the bottom of the screen there is a message display line. This relays information from the characters or other sources to you during the game. Througout the course the game, certain actions will cause extra windows to appear temporarily over the display panel. These message windows inform you of the outcome of a critical action, such as trading, and will warn you if a message on the message display line is important. Certain actions will cause quotations to appear over the gameplay window. These quotations are mearly light-hearted and they do not affect the game (or do they ?!). MOVING OBJECTS FROM YOUR HANDS TO YOUR BACKPACK OR POCKETS In order to perform an exchange of objects between whatever you are holding and whatever is in your backpack or pockets, you must first enter INVENTORY MODE by pressing the spacebar. INVENTORY MODE is signalled by the disappearence of the HOLDING window and the appearence of an arrow pointing to the top line of your backpack window. In inventory mode, the players character will not respond to joystick input - instead the arrow pointer will move accordingly. To swap an object between your hands and wherever the inventory arrow is pointing at, simply press the fire button on the joystick. If you are not holding anything and the slot where the arrow is pointing is empty then nothing happens. If you are holding an object and there is nothing where the arrow is pointing, the object will be moved from your hands to the slot that the arrow is pointing at, whether it be backpack or your pockets. If you are not holding anything and the arrow is pointing at an object in your inventory, the object will be placed in your hands. If there are objects in both your hands and the position the arrow is pointing at, there positions will be swapped. To enter or exit INVENTORY MODE, press the space bar. TAKING OBJECTS FROM DEAD CHARACTERS If you are standing over a dead character, you will be able to access the dead characters inventory as well as your own - thereby being able to obtain objects from any character (provided you kill it first, or somebody else has done it for you !) - without giving anything in return. It is possible to give objects in your possesion to dead characters. If you enter INVENTORY MODE while standing over a dead character, you may swap an object between your hands and the dead character, as well as your backpack and your pockets. The objects are swapped in the same way as described in the section 'moving objects to ...'. PLACING OBJECTS ON YOUR SHUTTLE To the left of your start position there is a cargo shute. If you stand next to the shute whilst pressing the fire button, the item you are carrying will be deposited via the shute into the shuttle which took you to PANDORA. TRADING OBJECTS One of the most important facets of PANDORA is the concept of trading, since without trading objects, the player will be unable the game. If another character has a liking for a particular object within the game and has made this clear through the message display line at the bottom of the screen, you can initiate a trade with the character, providing you are carrying the object they want, by pressing the fire button when you are close to the character. If the character successfully trades objects with you, a message to this effect is given and the object you have traded appears in your holding window. If this event does not occur the obviously the character does not want to trade with you at the moment. TAKING OBJECTS FROM PLINTHS If you move your character against a plinth (e.g a shelf or table ) that appears to contain an object and you are not holding another another object in your hands, the object is automatically removed from the plinth and appears in your HOLDING window. Conversely, if you move your character against an empty plinth whislt holding an object that is designed to fit on the plinth, the object will be placed upon it. ACCESSING COMPUTER TERMINALS Pushing your character against the side of a computer terminal will allow you to access the terminal, as long as you have some identification (I.D). Moving away from the terminal will close the terminal down. FIGHTING AT CLOSE RANGE WITH HANDHELD WEAPONS This aspect will seem to many to be the most important part of the game, and certainly during the first few plays it will appear to be a very accessible and appealing pursuit. Here is a brief insight into the mechanisms of combat. A fight will ensue in any of the following situations: 1) If you collide with a character and either of you are holding a weapon. 2) If you collide with a character and neither of you are holding a weapon. This results in a fist fight. 3) If you cross the path of a character who wants the object you are holding more than it wants to like you. The outcome of hand to hand combat depends very much on the weapon you holding at the time, your skill at pressing the fire button, as well as the status of your character when entering the fight. If you are NOT holding a weapon, or the weapon has no effect against your opponent, the blow is assumed to be struck with your fists. Weapons possess different attributes which affect strike rate and efficiency. The strike rate refers to the speed at which you can deliver a blow. For example: An Iridium mace has a slower strike rate than your fists, which in turn have a slower strike rate than a shock whip. Efficiency describes the power of a weapon, a mace for example will have greater efficiency than your fists. During a fight two windows appear over the disply panel: the window on the left contains a moving coloured bar - this is a measure of your strike rate. Pressing the fire button at the point just before the bar changes colour allows the player to deliver a blow with maximum efficiency, thus inflicting maximum possible damage. The weapon you are using directly relates to the severity of the blow. Pressing the trigger a fraction too early will administer a strike with half the full effect, and pressing it far too early will cause the blow to miss. If you wait too long and allow the bar to change colour you will over strike the opponent, making a wild swing, missing your opponent completley and losing your balance. Missing by this margin means you will have to wait for the bar to start again, and in effect, this waiting time would be similar to the time taken to recover your balance. The faster the strike rate of the weapon you are holding, the quicker ypu will return to your fighting stance. The display in the second window consists of a green and red bar which indicates your oponents stamina, and you will notice that a correctly struck blow will reduce the length of this bar. When the bar is in the red zone, your opponent will be very weak and it will take very little effort to kill your adversary. Characters themselves have skill and attribute levels. The drunkard, for example, has a low skill factor compared to that of a combat droid, who in turn gets more blows in with full strength than the drunkard. A combat droid is probably much more skilled than you are, so beware !!! NOTE FOR ST USERS The strength of your opponent can be gauged from a window very similar to your own STATUS window. Upon on striking an exact blow, rather than a bar decreasing in length, you will be informed of your oponents strength in the form of words ranging from from high to dire. USING FIREARMS Another form of combat is that of using firearms. I you are holddding a firearm, press the firebutton to operate it. It is not possible to use a firearm during close range combat. If you attempt to do this, the player will strike a blow with the firearm, as described in the section ' fighting at close range...'. HINTS 1) you must have an I.D card to move anywhere within the ship. 2) In any of the four security areas marked by Greek letters, a valid security pass with the neccessary security clearence or higher is needed to avoid unwarrented fights with patrol guards. 3) Any specific force field may be penatrated once the correct I.D is held. 4) One force field protects the escape transporter that will beam you back to your shuttle. On reaching this point you will (perhaps) have completed the mission. -------------------->POLICE QUEST<-------------------- --> DOX <-- --> By - DAN THE MAN <-- ----- Edited and Corrected by Sewer Rat ----- >>> BASIC COMMANDS <<< IN YOUR CAR ----------- When you are in your car, you must use three type methods in which to drive. PRESS (F6) - Code 1. Crusing. PRESS (F8) - Code 2. Faster. (but still obeying traffic code) PRESS (F10) - Code 3. Emergency! (red lights and siren, no traffic code) PRESS (F4) - To toggle cop in and out of the car. (when door is open) USING YOUR WEAPON ----------------- There are three function keys to use your weapon quickly. PRESS (F6) To load weapon. PRESS (F8) To draw weapon. PRESS (F10) To Fire! If your nightstick is needed, press the Fire key to use it. USING THE RADIO --------------- You will need to make contact with the radio dispatcher on a regular basis. To contact the radio dispatcher, press CTRL-D or type "RADIO." HITING THE SHOWERS ------------------ There's nothing like a cold shower after a hard day's work. To toggle the shower on and off, press (F10). >>> PROCEDURES <<< LEVELS OF ENFORCEMENT --------------------- LEVEL ONE - Firm, Professional Conduct Situation: A person shows passive (verbal) resistance (usually on routine stops). Correct enforcement: a. Use firm, professional conduct. In most cases, this will prevent the situation from escalating. b. Refrain from abusive language or threats, as it will only escalate the situation. LEVEL TWO - Hand-to-hand Combat Situation: A suspect's threats indicate imminent physical attack (no weapons visible). Correct enforcement: a. Call back-up unit if possible. b. Use department-approved hand-to-hand combat. c. If appropriate, use PR-24 nightstick. LEVEL THREE - Deadly Force! Situation: A suspect attempts physical violence with a deadly weapon. Correct enforcement: * a. Use deadly force if in self-defense. * b. Use deadly force when fear of the life of another. *In other words - BLAST THE MOTHER @$#@$%! PHYSICAL ARREST PROCEDURES -------------------------- 1. Handcuff and search suspect. 2. Read suspect his rights. Miranda Ruling - "You have the right to remain silent. What you say may be used against you in a court of law. You have the right to an attorney. If you cannot afford an attorney, one will be appointed to represent you before questioning, if you wish." HANDCUFFING PROCEDURES ---------------------- 1. All suspects in your custody must be handcuffed. 2. Male suspects must be handcuffed behind the back. 3. Women suspects may be handcuffed in front at your discretion. DRIVING CODES ------------- Code 1 - No emergencies. The officer must obey all traffic reguations. Code 2 - Quick response to a call is required; officer should proceed to the location as rapidly as possible using due caution. The officer must obey all traffic regulations. Code 3 - Immediate response to a call is required; use red lights and siren while maintaining due caution. Code 4 - Further assistance not required. VEHICLE SAFETY INSPECTION ------------------------- 1. Look carefully at all sides fo your vehicle before leaving the station yard. 2. Simply walking around the car will usually suffice. ROUTINE TRAFFIC STOP PROCEDURES ------------------------------- 1. When a violation has been witnessed, stop the violatior as quickly as possible to minimize the hazard of high speed driving and needless accidents. FELONY TRAFFIC STOP PROCEDURES ------------------------------ 1. You must have good reason to believe a felony has been committed. 2. Call radio dispatch for back-up unit. 3. Maintain radio contact with back-up unit. 4. Bring the suspect's vehicle to a complete stop. Maintain cover until the suspect is under control. 5. Command suspect to "HALT" or "STOP." Proceed to command suspect to lie face down on the ground. 6. Follow PHYSICAL ARREST PROCEDURES mentioned above. FELONY ARREST PROCEDURES ------------------------ 1. Before proceeding with arrest, your back-up unit must be staked out in close proximity. 2. Maintain radio contack with your back-up unit. 3. Observe the crime. 4. Have weapon drawn at the ready. 5. Identify yourself as a police officer to the suspect. 6. Command suspect to keep his hands over his head. If at any time the suspect drops his hands, prepare to take defensive action. a. If the suspect flees, follow the suspect on foot. Maintain radio contact if possible. b. If the suspect takes aggressive action (i.e. reaching for weapon, charging you), use necessary defensive actions. 7. When it is safe, approach the prisoner. Handcuff the prisoner. Note: Many suspects will wait until close contact will the officer has been established before taking aggressive action. Always be prepared to defend yourself against any hostile behavior. 8. Search the prisoner. 9. Read suspect his rights. 10. Transport prisoner to jail. INTOXICATED DRIVER PROCEDURES ----------------------------- 1. Detect possible intoxication by observing erratic driving. 2. After stopping the suspect, determine his condition by: a. Detectiong the odor of alcoholic beverage. b. Administering a FST (Field Sobriety Test). RADIO TRANSMISSION ------------------ 1. Respond to all radio transmissions as required according to police regulations. 2. A radio extender is necessary when away from the car. 3. Avoid unnecessary radio transmissions. >>> RADIO AND VEHICLE CODES <<< RADIO CODES ----------- rc10-1 Radio reception - poor rc10-2 Radio reception - good rc10-4 Recieved message rc10-6 On the air - not available for call rc10-7 Off the air - out of service rc10-8 In service rc10-9 Repeat message rc10-10 End of shift - off duty rc10-13 Weather check rc10-15 Prisoner in custody rc10-19 Return to office rc10-20 Location rc10-21 Use telephone rc10-22 Cancel rc10-23 Stand by rc10-27 Subject check rc10-29 Check for wants rc10-35 Back-up requested rc10-36 Confidential information rc10-97 Arrived at scene rc10-98 Cleared scene; available for call rc11-41 Ambulance rc11-44 Fatality rc11-48 Furnish transportaion rc11-79 Injury traffic collision with ambulance responding rc11-80 Traffic collision with major injury rc11-81 " " " minor " rc11-82 " " " property damage rc11-83 " " " no details rc11-84 Traffic control rc11-85 Tow truck rc11-98 Meeting rc11-99 Emergency, officer needs assistance, respond Code-3 PRISON ****** Docs provided by The Next Generation and The Corsair. Courtesy of World of Wonders. Edited and corrected for ST use by Sewer Rat. Presented for ST users by Sewer Software in Doc Disk Number 6. ************************************************************************* My name is Goor, Father of the Galactic Federation bidding you welcome to a world unlike you own - mysterious, deadly - where only the brave survive, where the weak perish, where iron nerves and ruthless skills are your only friends. Come with me first and listen to my story, then close your eyes and teleport yourself through imagination into my world and begin the adventure that has no turning back - no surrender - only escape from ... PRISON CAPTURE ======= Far into the future, beyond the 22nd century came the time of darkness and death, where hope was destroyed by fear, evil had consumed good and the passion to kill was the new god. The rule of law became a myth of distant past and only upheld by the few. Jag Edwards was one such man working undercover in the open sewers they still called cities. It was his job to bust a powerful drug ring which used a bakery as a front to manufacture pure white heroin making more dough than any baker ever dreamed. Jag had been stalking the gang for weeks amidst the now daily routine of riots at fuel stations and clothing factories. So far, each day, a different member of the gang came and went carrying large brown parcels but never at the same time of day or night. Then the word came. "Make your move, Jag" said the Commissioner over his wrist transmitter, "its tonight or never. We got the word they're moving tonight - the whole gang is there." "Yes sir," said Jag. Here came the end of months of waiting and watching. Jag entered the building, and acting on the Termination Five Objective wiped out the entire gang in a furious shoot-out, wrecking the hide-out and leaving nothing but heroin covered bodies. But, he was set up! The security forces mysteriously arrived immediately afterwards to arrest this madman for shooting ten innocent flour covered bakers. The Star-Judge looked sternly over his eyeglasses directly at Jag who stood in chains on a plinth, showered in a bright force-field light. "The crime to which you have been found guilty," shouted the Star-Judge, "demands more than the death sentence can offer in retribution. Before I pass sentence have you anything to say?" Jag, head bowed, stood silent. He could not believe this was happening. His police record, his decorations in the army, his recent bid for enrollment into the "Starchaser Inter-Galactic Peace Army", all now stood for nothing. He slowly lifted his head and stared at the Star-Judge i total defiance. The sinews in each arm rippled, his face became tort with vehemence, beads of sweat glistened in his straw-like hair.  1 "I am innocent of these charges which I consider to be false and which cannot possibly be believed by the court." The small audience in morbid attendance stirred realizing the futility of his plea. The Star-Judge took off his glasses and with a sweeping gesture closed the 'Galactic Community Rule Book' and placed in on one side. "Very well," he sighed with almost a hiss, breathing out slowly with exasperation. "You show no contrition for your heinous crime. Yours is a position of trust, which to the communities detriment has turned you into a savage killer. The greater the power given, the greater the responsibility it demands. I sentence you to life abandonment on Altrax, and may your god have mercy on your soul. Take him away!" Jag again bowed his head. Why hadn't his superiors saved him? They were deliberately framing him to get him out of the way. Now his thoughts, as he was led from the court to a waiting "Sprinter", turned to his fateful destination - Altrax! ALTRAX ====== Altrax sits alone in quadrant seven of the Galactic Federation Territory set apart from orbiting moons, space colonies and warship ports, totally isolated from ordinary human existence. Once sought after for its mineral and plutonium deposits by "Interplanetary Development Corporation", it has long since been abandoned and is now solely used as a penal dumping ground for mass murderers and enemies of the Federation for which capital punishment has not been a deterrent. Inmates are never seen again. All awaits Jag Edwards. During his confinement Jag listened to the vile rumors of Altrax from the mocking security guards. "Ha, if the street gangs don't rip you to bits the lone runners will kill you for your clothes." Jag watches the guard light a cigarette. The light dies quickly as the air becomes thinner as they come closer to the planet. "Yeah, the only time anyone is seen again is when they find your body floating in low orbit ... ahh .. ha," roared the other guard revealing black teeth under black whiskers and the lunatic grin of the possessed. Time passes at an accelerated rate on Altrax with shorter nights than days. Darkness offers even more danger with increased gang activity and the added difficulty of moving about in the dark through treacherous streets. 2 Gangs of separate alien races battle for control of the city spawning tough violent leaders ready to confront any threat to their territory. A rat-like alien race of stooges move freely through gang land offering their service to the highest bidder. Pools of toxic waste and bottomless trenches matrix the planet with pits of metal spikes making many paths treacherous, and only able to be avoided with the help of stooges. Proximity mines and snare explosives are scattered in various areas detonating in chain reactions to devastating effects. Jag could only begin to guess how much of this was true. For years he had been hearing stories of inter-gang massacres and explosives that destroyed parts of the planet, but people neither cared or wanted to get involved. Neither had he, but now irony dictated that he would witness first hand whatever the planet had to offer. Suddenly, it was time. A metallic voice echoed across the chamber declaring that the craft was at tele-matt proximity. Jag was pushed from the craft across a black expanse towards a pool of red light before he could regain his balance, a beam of pure nuclear-ray energy tore Jag's atoms apart. As the agony of crude teleportation subsided, Jag fell to his knees on barren silver soil, yielding only an image of death lurking around every corner, its smell on every whisper of wind. Yet throughout the trial, and now, something whispered in the depth of his memory; a story he had heard in some sleazy neon pleasure ship some time ago. Two years ago an unfortunate pleasure craft had ignored the Altrax warning beacons and strayed into the security force-field net smashing its control center and finally crashing onto the planets surface. The craft was wrecked, but scans found no trace of the tiny one-man escape pod attached to the craft. Jag thought about the rumor that rival gangs are still fighting each other to be the first to find the pod, and make the first escape from the prison that had claimed so many lives. If the rumors are true, Jag Edwards must find the objects needed to survive, and escape when he finds the pod. Then the wrongs will be put to right. Just then, a shout goes out into the darkness and running can be heard. Jag, hands still chained, scrambled to his feet in an automatic survival response which in days to come will help save his life. Finuala Kavanaugh 3 INSTRUCTIONS ============ Menu Window.......Complex interaction is performed by means of selecting options from the menu window. To activate the menu press fire and up simultaneously. Options are selected using up and down. To activate press Fire. Message Tube......Information is passed to the player via the Message Tube. This includes results of actions and communications with other characters. Example...........Look at the menu window, it is displaying CONTROL ON STANDBY, now press fire and push joystick up simultaneously. The menu window is now displaying MENU OPERATIONAL SELECT OPTION. Pull the joystick down. The menu window is now displaying SEARCH THIS LOCATION. Press fire to activate this command. The prisoner will search the location. If nothing is found the message tube will display the message YOUR SEARCH REVEALS NOTHING. If an object is located the MESSAGE TUBE will tell you what the object is and by interacting with the MENU WINDOW as described above, objects can be picked up and used. Pockets 1 & 2.....These two windows act as the holding area displaying the objects which the player has discovered. The player can only carry two objects at any one time, but by interacting with the menu window new objects can be exchanged. Any item which the player drops will be displayed in the room where the exchange took place. These objects can be retrieved and used at any point in the game. 4 Lives/Energy......The player begins the game with three lives. Each life consists of a pyramid of energy which is reduced by time and injury. Eating food replaces energy. Escape Craft......As the six pieces of the escape craft are collected they Status are assembled and displayed. Time..............Many actions are dependent upon time at which they are performed (nightfall brings many dangers). It is vital to find some means of accurately tracking time. Score.............Progression and action increase the players score. Aliens............Each section of the city is inhabited by a different tribe of convicts. All encounters will result in physical violence. Defend yourself as best you can! Hazards...........The city contains many dangers which may bring sudden death or painful injury. Beware of hidden mines, acid pools, gaping trenches and other dangers. Fighting..........When you are attacked you can retaliate with a volley of punches and kicks. Rapidly moving the joystick from left to right will release you from a strangle hold. Stooges...........Amongst the many violent inhabitants of planet there are a few who may help you in your quest. Stooges are treated as outcasts though they can move freely around the city. You will have to trade goods for their dubious help or perform tasks to gain their support. Treat Stooges with suspicion! 5 That's it!  Rocket Ranger: Secret Decoder Wheel --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- A |A |A |B |C |C |C |E |E |E |F |G |I |K |L |M |N |P |P |S |S |S |U |U |V |W |Y l |r |t |r |a |o |o |a |g |n |r |e |t |e |i |i |i |e |e |c |p |u |S |S |e |e |u g |a |l |a |n |l |n |s |y |g |a |r |a |n |b |d |g |r |r |a |a |d |A |S |n |s |g e |b |a |z |a |u |g |t |p |l |n |m |l |y |i |e |e |s |u |n |i |a |R | |e |t |o r |i |n |i |d |m |o | |t |a |c |a |y |a |a |a |r |i | |d |n |n | | |z | |s i |a |t |l |a |b | |A | |n |e |n | | | |s |i |a | |i | | | | |u |A |l a | |i | | |i | |f | |d | |y | | | |t |a | | |n | | | | |e |f |a | |c | | |a | |r | | | | | | | | | | | |a | | | | |l |r |v | | | | | | |i | | | | | | | | | | | |v | | | | |a |i |i | | | | | | |c | | | | | | | | | | | |i | | | | | |c |a | | | | | | |a | | | | | | | | | | | |a | | | | | |a | --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 0|28|20|43|37|44|25|29|21|16|14|17|15|31|10|19|23|30|50|22|13|24|36|26|40|18|12 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 28| 0|41|57|59|65|30|18|14|34|29|27|24|26|20|17|31|12|70|32|33|19|58|23|61|37|22 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 20|41| 0|32|27|34|37|39|33|18|19|26|22|43|29|31|35|42|44|25|17|36|23|38|30|24|28 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 43|57|32| 0|49|27|38|48|52|50|45|53|47|46|42|54|37|61|25|55|40|44|41|60|28|33|51 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 37|59|27|49| 0|28|56|62|51|31|36|38|39|64|44|47|48|55|40|34|35|57|10|41|26|42|43 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 44|65|34|27|28| 0|52|64|59|47|46|50|48|62|49|57|45|66|17|51|43|61|26|58|12|39|53 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 25|30|37|38|56|52| 0|22|23|36|33|34|32|17|24|26|15|31|54|40|29|20|55|39|50|21|27 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 29|18|39|48|62|64|22| 0|15|37|32|33|30|14|23|24|25|19|67|35|31|12|61|28|60|34|26 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 21|14|33|52|51|59|23|15| 0|27|24|20|19|25|12|11|18|17|63|28|26|13|50|22|54|29|16 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 16|34|18|50|31|47|36|37|27| 0| 8|11|13|40|21|22|33|29|53|15|12|30|32|19|41|28|20 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 14|29|19|45|36|46|33|32|24| 8| 0|12|10|37|17|20|30|28|52|16|09|27|35|21|42|25|15 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 17|27|26|53|38|50|34|33|20|11|12| 0| 9|35|18|14|32|24|58|10|16|29|39|15|45|31|13 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 15|24|22|47|39|48|32|30|19|13|10| 9| 0|33|14|12|29|25|57|17|11|26|38|18|44|27| 8 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 31|26|43|46|64|62|17|14|25|40|37|35|33| 0|28|30|22|27|65|39|36|18|63|34|59|32|29 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 10|20|29|42|44|49|24|23|12|21|17|18|14|28| 0|13|19|22|56|27|15|16|43|25|46|26|11 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 19|17|31|54|47|57|26|24|11|22|20|14|12|30|13| 0|28|18|64|21|25|23|46|16|52|36|10 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 23|31|35|37|48|45|15|25|18|33|30|32|29|22|19|28| 0|34|49|36|27|17|47|40|43|16|24 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 30|12|42|61|55|66|31|19|17|29|28|24|25|27|22|18|34| 0|72|26|32|21|54|20|62|41|23 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 50|70|44|25|43|17|54|67|63|53|52|58|57|65|56|64|49|72| 0|60|51|62|33|66|20|43|61 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 22|32|25|55|34|51|40|35|28|15|16|10|17|39|27|21|36|26|60| 0|20|31|37|14|47|38|18 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 13|33|17|40|35|43|29|31|26|12| 9|16|11|36|15|25|27|32|51|20| 0|28|34|24|39|23|19 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 24|19|36|44|57|61|20|12|13|30|27|29|26|18|16|23|17|21|62|31|28| 0|56|32|55|22|25 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 36|58|23|41|10|26|55|61|50|23|35|39|38|63|43|46|47|54|33|37|34|56| 0|45|24|40|42 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 26|23|38|60|41|58|39|28|22|19|21|15|18|34|25|16|40|20|66|14|24|32|45| 0|53|44|17 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 40|61|30|28|26|12|50|60|54|41|42|45|44|59|46|52|43|62|20|47|39|55|24|53| 0|35|49 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 18|37|24|33|42|39|21|34|29|28|25|31|27|32|26|36|16|41|43|38|23|22|40|44|35| 0|30 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- 12|22|28|51|43|53|27|26|16|20|15|13| 8|29|11|10|24|23|61|18|19|25|42|17|49|30| 0 --+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+-- ............... .+-----------+. .|Algeria |. .+-----------+. .|Arabia |. .+-----------+. <--- Cut this section out along dotted line and tape .|Atlantic |. <--- to left side of above chart. .+-----------+. .|Brazil |. .+-----------+. .|Canada |. .+-----------+. .|Columbia |. .+-----------+. .|Congo |. .+-----------+. .|East Africa|. .+-----------+. .|Egypt |. .+-----------+. .|England |. .+-----------+. .|France |. .+-----------+. .|Germany |. .+-----------+. .|Italy |. .+-----------+. .|Kenya |. .+-----------+. .|Libya |. .+-----------+. .|Mideast |. .+-----------+. .|Nigeria |. .+-----------+. .|Persia |. .+-----------+. .|Peru |. .+-----------+. .|Scandinavia|. .+-----------+. .|Spain |. .+-----------+. .|Sudan |. .+-----------+. .|U.S.A. |. .+-----------+. .|U.S.S.R. |. .+-----------+. .|Venezuela |. .+-----------+. .|West Africa|. .+-----------+. .|Yugoslavia |. .+-----------+. ............... After the game has started you will be in Fort Dix. Don't stay there longer that twelve months in a row or you will risk a court martial for cowardice. Your object is to find the five rocket parts, enough lunarium(fuel) to launch it and go to the moon to stop the Germans from mining the fuel that they are using to destroy us. The decoder above is used when flyin to another place with your jet pack. Just match where your at with your destinatoin and type in that number. example: if your in U.S.A. and you want to go to Libia the code would be 43. Well thats about it, hou you enjoy the game!! The Running Man Scenario ------------------------ Brought to you by Sewer Software. Edited and corrected by Sewer Rat. The year is 2019 and the USA has become a totalitarian state. Personal freedoms no longer exist and only television distracts the people from their plight. One show is more popular than any other, The Running Man, a deadly cat - and - mouse carnival in which the contestants battle for the ultimate prize:survival. After refusing to fire on un-armed demonstrators Ben Richards is wrongly convicted and labeled "Butcher of Bakersfield", this is the start of a chain of events which lead to him becoming the 'star runner' on 'The Running Man'. No contestant has ever won. All have perished within the 'Game Zone' of a destroyed Los Angeles, hunted down by four lethal 'Stalkers'. In Tonight's show Ben Richards must survive, prove he is innocent and expose the currupt propaganda of the ICS network. Ben is launched into the game zone by Damon Killian, the host and inventor of 'The Running Man'. He promises Killian "I'll be back!" - no other contestant has ever come close. You are Ben Richards, you must run for your life. The Game -------- The Running Man is a one player game inwhich you must manouever Ben Richards though 4 game zones and a TV studio. You must defeat all the stalkers and guards, fight off the attack dogs and fulfill your promise to Killian. The first zone is the 'Ice Rink" Zone 1 - Ice Rink ----------------- Here you will encounter your first human obstacle, SUBZERO. This ex-ice hockey champion carries a razor -sharp hockey stick and launches exploding pucks. Zone 2 - Suburbs ---------------- If you survive SUBZERO's attentions you will meet buzzsaw whose tri- teflon coated chainsaw can finish Ben's run right here. Zone 3 - City Lights -------------------- The third game zone was once the gright lights of Los Angeles, it's now illuminated by the flash of lightening bolts from the human Christmas tree DYNAMO, You must use all your cunning to overcome this opponent. Zone 4 - The Complex -------------------- Inside this labyrinth of pipes and ducts you must avoid the red hot flames of FIREBALL. His flame-thrower also functions as a jet pack enabling hime to fly. The Studio ---------- If your skill is such that no stalkers can stand in your way you will return to the TV studio. Here armed guards will attempt to halt your progress to Killian. If you succeed in reaching him the reward will be freedom an revenge. Basic Play ---------- The joystick is used to control Ben as follows: without the fire button pressed Center - Stands still Down - Moves into a crouch if standing Up/Left/Right - Jumps up if standing, stands up if crouching Left/Right - Turn/Move left or right. If the joystick is moved twice quickly in the same direction Ben will run in that direction (he will make a higher/longer jump whilst running) Down/Left/Right - Crawl With the fire button pressed ---------------------------- Center - Kicks in the direction faced. Down - Moves into a crouch if standing. If crouching collects/drops weapon. Up - Jumps Left/Right - turns/punches if facing in that direction. If holding a weapon uses it. Weapons ------- In the game zone you may find various objects which you may use as weapons. These include bricks, pipes, and guns. You can kill some stalkers without using weapons but this will require greater skill. Health ------ If you are struck by a stalker of fall into a trap your health will suffer. Your health is displayed at the bottom of the screen together with that of any stalker you are fighting. Your health can be improved by two methods, medi-packs which are in various locations throughout the game and by completing the UP-LINK-CODE. If your health gets below a certain level you are deemed as unconscious and the game ends. The UP-LINK CODE ---------------- Between each game zone you must try to attain the UP-LINK CODE. This involves a simple coordination game, in which you must match two sets of symbols. You are presented with two sets of 8 symbols, the left set is then mixed up. Two highlights will appear, these can be moved with the joystick, If the fire button is pressed the two symbols that are marked will swap position. Using the right hand symbols as a guide you must put all the symbols in the correct position. If this is achieved in the allocated time then your health is restored for the next game zone. Score ----- The score is based on the money bet by viewers. If you fight well then the more money they can bet. Bonus betting occurs when you complete a zone and for killing a stalker. THE END ENJOY THE GAME Typed by The Ninja..... STARCROSS DOCS brought to you by Sewer Software - The DOC people. We don't know who typed this file, but whoever it was, thanks very much for your contribution to Sewer Doc Disk Number 6. Is it Earth approach time already? No, that's the alarm bell ringing! Now what? Time to get up and see what's up on board the Starship STARCROSS. Up and at 'em and don't forget that tape library. Go starboard and push the red button to turn off the bell. Push the blue button and go starboard. Get the suit and safety line then back port to the control panel. Ah, peace! Since you can hear yourself think again, sit down and fasten your seatbelt. Let's see what the hullabaloo's about. Read the screen. So that's it, a mass is out there...maybe it's another black hole or asteroid, or who knows! Look up the mass's location on your starchart and key the coordinates into your onboard computer as follows: TELL COMPUTER "RANGE IS xxx" TELL COMPUTER "PHI IS xxx" TELL COMPUTER "THETA IS xxx" After several seconds of blinking lights, the computer should say the coordinates have been fed into the navigation prograam and it's waiting for confirmation. Tell the computer "confirmed" and wait for the countdown. Good thing your seatbelt was secured or you would've bounced all over the cabin! Now you're on your way to the mass. So you'll have to keep typing in LOOK or WAIT until the STARCROSS is held firmly by the grappling hooks of the.... Alien Artifact?!? My stars, what have you gotten us into? Well, too late to worry about that now. May as well have a look around. So unfasten your belt and stand up. Open the inner door and exit. Close the inner door and put your suit on. (In space, no one will hear you explode if you come into contact with vacuum!) Open the outer door and go outside. Your first problem stares you in the face. An alien sculpture beckons you. This is actually the red airlock's welcome mat. But before it will allow you entrance, you have to tell it where you're from. Upon closer examination, you see it's really just a bas-relief of the solar system. So push the fourth bump (which represents Earth). The whole sculpture recedes except for one hexagon. Push it and a black rod is thrust forth. Take the rod and voila! The airlock opens! Enter the airlock and close the outer door. Remove your suit and open the inner door. The air is breathable...for a while, that is. We're off to collect rods to repair the systems that have failed and stalled the Artifact in space. The black rod is not one of the required rods, so drop it here and head out. You're in a long red hall with side corridors. In the Artifact, the standard directions can replace the fore, aft,starboard and port directions, so if you'd prefer using north, south, east and west, feel free! First, we're going to repair the air supply. So go fore, starboard four times, fore and starboard. You're in some sort of Intergalactic Zoo and there's a nest of creatures that look like a cross between rats and ants! Ferocious little beggars aren't they? Look closely at their nest and you'll see a red rod has been used as part of the structure. Trying to just take it isn't notably helpful since these little critters nip at you everytime you try. So the only way to get the rod is to destroy their nest and divert their attention. Throw the tape player at the nest. The rat-ants go into furious activity repairing your handiwork! While they're busy, get the rod and your tape library back. Now go port, aft, port, and aft. There's a blue airlock here. So open the airlock and go down. Now close the inner door and open the outer door. There's an umbilical connecting the blue airlock to a series of bubbles. Go aft to the bubbles and another umbilical connects the bubbles to a ship grappled just like yours is! Go aft to the ship and look! There's a multi-eyed creature staring at you. It looks like a spider, but don't worry, it's friendly and certainly very lonely. Wonder what would perk it up? Say, turn your tape library on and play it. Well, well, well, look at that guy! He's all ears! Give the spider the tape library and, in gratitude, he gives you a yellow rod! Nice guy! Take the rod, bid farewell to your new-found friend and head back fore to the blue airlock. Enter the airlock, close the outer door, open the inner door and go up twice. We're now going to repair the lighting and air supply aboard the Artifact. You're standing inside the Inner Region of the Artifact. Evidently, the aliens recreated an ecosystem which sheltered a race of weasels and their food supply...Unicorns! But you haven't got time to explain to the weasel hunting party that unicorns are extinct. If you don't fix the air supply, more animals will become extinct...including you! So go aft and you see a covered hatch. Open the hatch and go down. You're now in the Repair Room. Get the metal and ceramic square you see lying here then take a look around. My goodness look at all those slots! What goes where? Well, logical deduction tells you that you should put the yellow rod in the yellow slot. Do so. Now about those red slots: There are three of them and depending on what sort of gas you're used to breathing (the aliens thought of everything!)will dictate which slot you choose to put the red rod in. The dots are representations of gases, and if you look very carefully, you'll see the second slot's dots represent oxygen. So put the red rod in the second slot. You hear hidden machinery hum to life! Nice going! Okay, back up and fore then down back to the blue airlock area. Now, go aft and port. You've found the Weapons Deck and there's a strange looking raygun laying here. Get the gun and look inside. Aha! A silver rod! Get the silver rod and keep the gun. Go back starboard, aft, port, and fore. You're in the yellow airlock area. Open the inner door and enter the airlock. Now close the inner door, put your space suit on and open the outer door. Hmmm, it's a bit tight, better try opening it again. Oomph! Finally! Okay, go outside and attach your safety line to the suit and the hook you find here. This will keep you from floating off into space! Go port and look! There's a dead alien here tangled in the debris and it's clutching a pink rod! Get the rod and go back starboard, detach the line from the hook and enter the airlock. Close the door, remove the suit and get that strange basket you see here. It'll help you carry your rods. Insert the pink and silver rods in the basket, open the inner door and go back up to the yellow hall. Now go aft twice and then starboard. You've found the laboratory! And look at that! There's a strange silver globe seemingly floating in mid-air! If you turn the dial to 1, the globe shrinks in size revealing a blue rod firmly embedded in the globe! Very curious! Turn the dial back to 3 for now. Get the red and blue disks you see hanging on the wall here. These disks are extremely important since they are teleportation disks!They will help you out of several tight squeezes later on. But for now, they are instrumental in acquiring the blue rod. Drop one of the disks on the floor and put the other one under the silver globe. It doesn't matter which disk you use where since they both have the same properties. Now place the basket on top of the globe. Let's see now, turning the dial to 1 made the disk smaller, so turning it to 4 should make it larger, right? Right! So turn the dial to 4 and...gracious! The globe expands to a point where it is resting on the floor (and, o. ains the blue rod!Turn the dial back to 3 and retrieve both of the disks, your basket and all the rods. Now head port and go fore four times, then port and aft. You've located the Computer Room and it's awfully quiet in here. Let's see if we can get the old girl humming again! Open the access panel and you see one of the cards is missing. The metal and ceramic square you're carrying would probably fill the gap! So insert the square, close the panel and turn the switch on. Shoooom! The computer comes to life with a bewildering blinking of lights and gauges. They won't mean much to an alien (you!), so don't bother trying to decipher them. The object of this lesson, though, is in an output hopper...a gold rod! Get the rod and insert it in your basket. We're off to locate a janitor and a chief! Go fore out of the Computer Room then go starboard and start heading aft until you see the mechanical maintenance "mouse." When you do find it, drop one of the disks and do an occassional "examine receptacle" until you see the disk you dropped in its receptacle. Then head aft until you get to the farthest aft yellow hall. From there go port twice then fore twice and starboard twice. You are now in the Village Center of the Weasel's Warren. If the Weasel Chief isn't here, wait until he arrives. He will start pointing at your spacesuit. When he does, give it to him. He will be very grateful and offer you his wives and children, but don't accept them. Instead do as he did and point to the brown rod he has hanging around his neck! When he gives you the brown rod, he'll leave. But don't lose him! Follow him everywhere he goes. If he stops and is just standing there, do a "look" and he'll take off again. But whatever you do, don't give up following him! Eventually, he'll lead you to the Center of the Warren and the entrance to a green airlock, then he'll sit down and patiently await your return. So go down to the airlock, and close the inner door. Open the outer door and exit into the umbilical that's connecting the airlock to yet another alien spacecraft moored port of here. Inside, you find yourself in a cargo hold. Get the visor you see lying here then go fore to the Control Room. Shhhh! An alien commander's skeleton reposes here in eternal sleep. You seem to have discovered some sort of altar, for scattered about are fruits and vegetables. Move the skeleton and something falls to the ground. It's a violet rod! Get the rod and insert it in your basket. Now you can also insert the brown rod in the basket. You didn't have a chance to do so before because you were so involved following the chief! Now drop the other disk you have and step on it. You're instantly transported to.... Say...where the heck are we? Looks like some sort of garage or something. And look over there...a garbage dumpster filled to overflowing with trash! Let's go do some trash searching and see what we come up with. Hmmm, there's our other teleportation disk. Further digging reveals all sorts of junk, but finally you find a green rod! Get the green rod, insert it in your basket and let's get out of here. There's only one exit so go fore and you're in a room on Ring Four. Go port twice, fore twice, starboard, fore and port. You've found the Observatory! What a strange projection! Use the visor to look inside the projector and you see a crystal clear rod there! Get the rod and insert it in your basket, drop the visor and go starboard. Time to get the artifact re-programmed and moving again! Go aft twice then up to the Inner Region. Go aft twice then starboard. You're at the base of a very tall tree and it's climbable. So go up the tree twice to the top. Gravity is very light up here and you can see, within jumping distance, a silver slot next to a door leading into a Drive Bubble. So jump and insert the silver rod into the silver slot. Glory be! The door opens and you scamper inside. There, floating in the weightlessness of this place is a white rod. Get the white rod and insert it into the white slot. Now exit the Drive Bubble and go up on the Drive Bubble. On the other side of the Inner Region you can see the Control Bubble. But how to get there? Well, let's jump to get started in that direction. Now if we just had a propellent of some sort. Ah...the raygun! Fir le. So go down and insert the gold rod into the gold slot and enter the Control Bubble. This is it, the very heart of the Artifact. Looking around all you see is a crystal clear slot. Insert the crystal rod and long-dead machinery hums to life and reveals five different colored slots...blue, green, violet, brown and pink! Insert your remaining rods in their correspondingly colored slots. As you do so, spots of the same color appear next to each slot. These spots are the trajectory, speed, course and map controls. First press the large pink square until you see the inner solar system from the Sun to Jupiter. Now press the brown spot until you see Earth displayed. Select the speed of the Artifact by pressing the green spot until you see a slowly flashing series of dots. Finally, set the orbital course to a circular one by pressing the violet spot. Now we're ready to start the Artifact heading toward Earth. Press the blue spot to start the age-old engines and look. You're heading toward Earth in a slow, grand trajectory! As you approach Earth and slowly slide into permanent planetal orbit, the viewscreen comes to life showing one of the Aliens who built the Artifact. His congratulations and warmth pour from the speakers and all Earth rejoices with the return of the Galactic Overlord!  SCORPION Loading Instructions. IMPORTANT: Please ensure that the disk is ALWAYS write-protected as any Virus (or Virus killers) will destroy the game. Controls. Use joystick in port 2. Left Walk Left Right Believe it or not, walk Right Down Crouch Left & Down Crawl Left Right & Down Any guesses? Up Jump Left & Up Jump Left Right & Up No prizes for this one! Pressing Fire will cause a bolt of energy to shoot from your fingertips. If you hold Fire down and push up you will do a 'big jump' but only if you have picked a certain something up! SPACE Pause Game ESC Quit Game Hints on Playing the Game. Whatever you do don't go swimming, the water seems to be pretty polluted. Not at all good for your health. Experiment with the Pick-ups as each has its own good and/or bad points. Use 'big jump' to reach otherwise unobtainable heights and also to jump down from walkways to the ground below. Avoid taking damage. Trying to walk through things is a costly way of killing them. And remember: Practice makes perfect, almost! DIGITAL MAGIC SOFTWARE LTD. VOYAGER FROM OCEAN ------------------ DOCS TYPED BY ORACLE AND PILFERED FOR ST USE FROM THE AMIGA BY SEWER POSSUM. THEY WERE THEN EDITED AND CORRECTED FOR ST USE BY SEWER RAT. SCENARIO -------- THE ROXIS(ENEMY) HAVE GATHERED THEIR RESORSES ON THE TEN MOONS OF SATURN. STARTING ON JANUS,EACH SUCCESSIVE MOON IS DEFENDED BY DEADLIER TROOPS GUARDING A MORE LETHAL ARRAY OF WEAPONRY.ONLY ONE GUY IN THE UNIVERSE IS BRAVE AND FOOLISH ENOUGH TO TRY AND TAKE THEM OUT:LUKE SNAYLES-CONVICT,EX- PILOT, ... PSYCHOPATH. ALL EARTH'S DEFENCE FORCES HAVE BEEN ANNIHILATED,SO SNAYLES IS THE LAST HOPE.TRAVELLING IN HIS SMALL CRAFT AND EQUIPPED WITH LIMITED FACILITIES,HE MUST DESTROY ALL OF THE AGGRESSORS ON EACH MOON,IN ORDER TO ELIMINATE THE INSTALLATIONS AND PROGRESS TO THE NEXT VIA A "WARP GATE".ALONG THE WAY HE CAN SCOOP EQUIPMENT PODS TO SUBSTANTIALLY INCREASE HIS WEAPONRY AND OTHER FACILITIES. THE MISSION BEGINS... CONTROLS -------- MOUSE(PORT 0) OR JOYSTICK(PORT 1) CAN BE USED TO CONTROL THE MOVEMENTS OF YOUR CRAFT. J OR M - TOGGLE TO JOYSTICK OR MOUSE CONTROL. MOUSE ----- ACCELERATE(WITH RIGHT MOUSE BUTTON PRESSED) TURRET RAISE/CLIMB | | LEFT -----|----- RIGHT | | LEFT MOUSE BUTTON - FIRE LASER TURRET LOWER/DIVE DECCELERATE(WITH RIGHT MOUSE BUTTON PRESSED) JOYSTICK -------- RAISE TURRET/CLIMB | | LEFT -----|----- RIGHT | | FIRE BUTTON - FIRE LASER LOWER TURRET/DIVE RIGHT SHIFT - ACCELERATE RIGHT ALT - DECCELERATE FIRE - START GAME ESC - QUIT GAME(IN PAUSE MODE ONLY) S - TOGGLE SOUND FX ON/OFF GAME KEYS --------- BACKSPACE - PAUSE/RESUME GAME SPACE - TOGGLE BETWEEN SKIMMER(IF FITTED) AND TANK MODE TAB - ATOMIC BOMB LAUNCHER(IF FITTED) D - DROP CAMERA(IF CARRIED) LEFT ALT - FIRE PYRAMID(IF FITTED) CTRL - FIRE DECOY(IF FITTED) LEFT SHIFT - FIRE MULTIPLE(IF FITTED) 1 - COMPUTER DISPLAY ON/OFF HELP - DECREMENT OBJECT WITHIN COMPUTER DEL - INCREMENT OBJECT WITHIN COMPUTER 2 - DISPLAY CURRENTLY FITTED EQUIPMENT  3 - DISPLAY DATA ON MOONS 4 - DISPLAY CAMERA DATA SCREEN 5 - DISPLAY WEAPONRY DATA 6 - DISPLAY DATA AND LOCATIONS OF REMAINING EQUIPMENT PODS 7 - DISPLAY MOTHERSHIP STATUS 8 - DISPLAY MAP OF CURRENT MOON NUMERIC KEYPAD -------------- 8 - FRONT VIEW 2 - REAR VIEW(IF FITTED) 4 - LEFT VIEW(IF FITTED) 6 - RIGHT VIEW(IF FITTED) 0 - BASE VIEW(IF FITTED) 5 - TOGGLE BETWEEN CRAFT VIEWS AND CAMERA VIEWS CURSOR UP - CAMERA UP(IF IN USE) CURSOR DOWN - CAMERA DOWN(IF IN USE) CURSOR LEFT - CAMERA LEFT(IF IN USE) CURSOR RIGHT - CAMERA RIGHT(IF IN USE) HELP - ADVANCE TO NEXT CAMERA(IF IN CAMERA MODE) DEL - GO TO PREVIOUS CAMERA(IF IN CAMERA MODE) FIRE - FIRE LASER FROM CAMERA(IF IN CAMERA MODE) GAMEPLAY -------- EACH OF THE TEN MOONS OF SATURN ARE BEING USED BY THE ROXIS FORCES TO DEVELOP MASSIVE WEAPONS FOR A FINAL ASSAULT UPON EARTH. STARTING FROM THE FIRST MOON,JANUS AND PROGRESSING THROUGH MIMAS,ENCELADUS, TETHYS,DIONE,RHEA,TITAN,HYPERION,LAPETUS AND PHOEBE,EACH SUCCESSIVE MOON IS MORE HEAVILY DEFENDED.THERE ARE 80 HOSTILE CRAFT DEFENDING EACH MOON,ALL OF WHICH MUST BE DESTROYED TO RENDER THAT MOON INACTIVE,AND TO OPEN THE PORTAL FOR TRANSPORTATION TO THE NEXT. INITIALLY,YOUR TANK-TYPE VEHICLE WILL BE EQUIPPED WITH JUST BASIC LASER FIRE,AN ON BOARD COMPUTER FOR DATA REFERENCE AND A SHORT RANGE RADAR.BASIC READINGS FOR SHIELD LEVEL,SPEED,ALTITUDE,FUEL,HEADING,TURRET ELEVATION AND CURRENT CO-ORDINATES WILL BE DISPLAYED AT ALL TIMES.ADDITIONALLY,ABOVE YOUR CONSOLE WILL BE DISPLAYED VIEW CO-ORDINATES,ENEMIES LEFT TO DESTROY AND CURRENT SCORE. AS YOU PROGRESS YOU CAN "SCOOP" ENERGY PODS(BY DIRECT CONTACT WITH YOUR CRAFT) WHICH WILL ENHANCE VARIOUS FACETS OF YOUR WEAPONRY/DEFENCES.ONLATER MOONS,THERE WILL BE A POD CONTAINING THE CONVERTER ENABLING THE SWITCH BETWEEN YOUR CRAFT FROM TANK TO SKIMMER.AT ANY TIME DURING PLAY,YOU CAN CALL UP VISUAL REFERENCE FROM COMPUTER TO INDICATE THE TYPES AND LOCATIONS OF PODS STILL UNCOLLECTED ON THE CURRENT MOON. SOME OF THE HOSTLIE CRAFT ARE MORE INTELLIGENT THAN OTHERS,ESPECIALLY ON LATER MOONS-YOUR COMPUTER CAN BE USED TO GIVE INFORMATION OF ALL THE AGRESSORS CURRENTLY AROUND.YOU MAY FIND TOO,THAT SOME CRAFT MAY NEED TO BE HIT MORE TIMES THAN OTHERS IN ORDER TO DESTROY THEM. IF A CAMERA(UP TO FOUR) IS SCOOPED,IT CAN BE DROPPED BY AT ANY TIME ON THAT MOON.THIS WILL ENABLE YOU TO LOOK AREAS WHERE YOU MAY NOT BE NEAR.THE CAMERAS ARE ALSO EQUIPPED WITH LIMITED-EFFECT LASERS WHICH ENABLES YOU TO SHOOT CRAFT REMOTELY. IF A DECOY IS SCOOPED,THIS CAN BE USED ONLY ONCE.ONCE JETTISONED FROM YOUR CRAFT,IT WILL DIVERT THE ENEMIES' FIREPOWER AWAY FROM YOU FOR A LIMITED PERIOD:USE WHEN ONLY ABSOLUTELY NECESSARY! VARIUOS OTHER PIECES OF EQUIPMENT ARE AVAILABLE,THE USAGE OF WHICH WILL BE DISCOVERED ON COLLECTION.NOTE,HOWEVER,THAT CERTAIN WEAPONS HAVE LIMITED AMMUNITION-CONSULT THE WEAPONRY DATA COMPUTER FOR INFORMATION REGARDING "SHOTS LEFT" WHEN ALL 80 CRAFT ON A MOON HAVE BEEN DESTROYED,THIS WILL ACTIVATE A PORTAL WHICH MUST BE FOUND BEFORE THE AUTOMATIC SELF-DESTRUCTION OF THE INSTALLATIONS ON THAT MOON ARE INITIATED.DIRECTIONAL GUIDES WILL APPEAR ON YOUR CONSOLE TO AID YOUR SEARCH FOR THE PORTAL.ON DECOVERY,YOU MUST IMMEDIATELY ENTER THE PORTAL,WHICH CAN ONLY BE ACCESSED FROM ONE SIDE,AND WARP THROUGH TO THE NEXT MOON.THE PASSAGE OF THIS,HOWEVER IS NOT STRAIGHTFORWARD,AND YOU MUST NEGOTIATE THE 3-D PATHWAY SAFLEY.COLLISION WITH THE WALLS OF THE PATHWAY WILL RESULT IN A LOSS OF SHIELD STRENGTH. IF YOU PROGRESS THROUGH TO,AND MANAGE TO DEFEAT,THE TENTH MOON,PJOEBE,YOU WILL HAVE CONQUERED THE ROXIS FORCES AND CAN HEAD HOME TO A HEROE'S WELCOME. RADAR ----- LIGHT BLUE - INANIMATE OBSTACLES DARK BLUE - EQUIPMENT PODS WHITE - AIRBORNE CRAFT RED - GROUND BASED CRAFT MAGENTA - MOST HOSTILE CRAFT FLASHING DOTS - MISSILES,MINES,ETC. HINTS & TIPS ------------ 1. WHEN IN TANK MODE,KEEP MOVING 2. KEEP FLYING,WHEN IN SKIMMER MODE,TO A MINIMUM AS THIS CONSUMES MUCH FUEL 3. WHEN A MOON IS COMPLETED,FIND THE PORTAL QUICKLY 4. AVOID LARGE OPEN SPACES FOR PROLONGED PERIODS,IE FIND COVER 5. AS SOON AS YOU ARRIVE ON A NEW MOON,CHECK ALL APPROPRIATE DATA ON YOUR PLANET ----------------------- ORACLE'89... THERE'S A STORM COMING...  OPERATION WOLF - PRESENTED BY SEWER SOFTWARE GAME PLAY INSTRUCTIONS CONTROLS * IMPORTANT * Plug the mouse into Port 1 before turning on the power. This game uses an Amiga mouse. Press either mouse button to start the game. During game play: Move the gunsight in a circular motion with the mouse. Press the left mouse button to fire the machine gun. Press the right mouse button to launch grenades. Press F1 to pause the game; press F1 to resume play. HOW TO PLAY In the steamy jungles of South America, heavily armed extremists are holding innocent civilians prisoner. Little do these terrorists know that real terror is about to land on their front porch! The sound of rotor blades and staccato bursts of gunfire echo through the valleys. Terrorists be warned! Operation Wolf is going to teach you what terror is all about! Operation Wolf consists of six missions, which are displayed on the Operations Map Screen. A mission is completed when all enemy forces are reduced to zero. The current level is completed when you escape from the airport with the prisoners. Your injury level increases when the enemy hits you. The game automatically ends if the injury indicator on the right side of the screen becomes completely red. You can reduce your injury level by getting power drinks. COLLECT THESE SUPPLIES TO ACCOMPLISH YOUR OBJECTIVES Cartridge - Gives you 32 bullets. Rocket Grenade - Destroys targets in immediate range. Dynamite - Blows up enemy ground targets. Power Drinks - Reduces injury level five points. Super Bullet - Free fire power for 10 seconds. Occasionally you will see chickens, pigs, or vultures cross the screen. Shoot at them for extra weapons supplies! STATUS AND SCORING Current score, injury level, and weapons status information are displayed on the right side of the game screen. The enemy's current military strength and number of prisoners rescued are located on the bottom panel. Points are awarded for each adversary destroyed. Your injury level increases if you are struck by bullets, grenades, knives, or missiles. Bonus points are awarded for each mission completed. Prisoners appear in the Concentration Camp Mission. A prisoner is considered rescued when he successfully crosses the screen without injury. HIGH SCORE SCREEN Select letters with the mouse by pressing the left mouse button. You can choose a maximum of four letters. Press the right mouse button to select the position of the letter. Select END with the left mouse button when you are finished. CONTINUE OPTION A player can continue the current game twice. Only the Jungle and Concentration Camp Missions have this option. THE PRESIDENT'S SCREEN After completing the Airport Mission, the President gives a speech. The type of speech he gives depends upon your performance. HINTS AND TIPS * Don't fire sonstantly - preserve your ammunition. * Armored cars, gunboats and helicopters inflict the most damage. Shoot them first. * Pick up extra weapons supplies for maximum fire power. * Don't injure civilians. * Get the knife soldier before he gets the prisoner! ARE YOU READY TO DEFEND FREEDOM ? n click on DRIVE B? No! Just press ESC (Escape), on the upper left corner of your keyboard. The computer will then READ the new disk. What it actually does is UPDATEs the directory, checking again what's on the disk, but since you've switched disks, it READS the new disk and puts that in the window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . This works with RAM disks as well; click on the RAM disk window so that it is on top, and then punch ESC. (Ram disks will be explained below). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ESCape (ESC) is a handy button. When changing directory lines, disk labels, whatever, punch ESC, and it clears the whole thing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . If you change disks while in an application, such as 1st Word, ESC can help. Load 1st Word (start the prg by double clicking). Now, you want to change disks. Insert new disk. Punch the CURSOR UP ARROW, this puts the cursor on the disk directory line. Now punch ESC. that clears the whole thing. Now hit ENTER. The new disk is read as a default in A drive. If you have 1st Word in D Drive as a RAMdisk, then instead of backspacing and typing some silly nonsense like ( A:*.* ), just punch Up arrow (elevator to top floor) ESCape out the window and ENTER in the ground floor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . You can also write the A:/folder/*.PRG or whatever onto a keymacro program and then produce the whole line with one keystroke (thanks to HS). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Typing an underline ( _ ) in the top directory line will bomb. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . You don't have to start up a program just to look at a text file. You can open a file directly on your desktop and look at the first part of it (just double click and choose SHOW TO SCREEN from the dialogue box. Pressing ENTER scrolls one line at a time, pressing SPACE bar scrolls a whole screen. Instead of pressing ENTER and scrolling all the way to the end, press Q (quit). You're out again. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Some versions of TOS (there are dozens of versions of TOS, for no real reason) have a curious ability; press CAPS LOCK and then ALTERNATE: the Danish or German alphabets then revert to English font and produce square brackets and slashes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . You are not stuck with Swedish keys (or whatever is on your keyboard). When you press the "B" key, you don't send a "B" to the computer; you send a long string of codes. This string can easily be changed (edited). You can easily re-program or re- define your keyboard. This requires no expert knowledge; fools can do it (most computer stores fall in that category). Use KEYEDIT.PRG, a public domain program; you get a picture of your keyboard on screen, simply use the mouse to move the keys around or add new keys (for example, get rid of Swedish, and add German or Danish). You can easily make several keyboards, for different languages. You can also place keys in places which are more convenient. The marks ( ' ) and ( " ) should be together, and next to the shift key. The same for ? and ! (and as well), these should be on one key. Add the Danish and to the keyboard. Delete the ridiculous # sign. You can also use these keys in the directory; instead of writing 1/2_AARHUS.DOC, you can just write _RHUS.DOC. You actually have not one, but five keyboards. You must think of several modes: the keys act differently depending on the board's mode. You change modes by pressing the SHIFT, CAPS LOCK, ALTERNATE, or CONTROL keys. The first mode is the normal "qwerty" board, the small letters. The second mode is SHIFT: small letters become large, and numbers remain the same. The third, fourth, and fifth mode is CAPS LOCK, ALTERNATE and CONTROL; press these and then you have different keyboards. The standard keyboard setup, what you get from the factory, has the same thing on both SHIFT, CONTROL, and ALTERNATE. A keyboard editing program allows you to put different keys in the various modes; you can place on the numerical keypad, which is rarely used in the higher modes, all sorts of alphabets, such as German, French, and Spanish. The numbers at the top 1234567890 can also hold different symbols. Paste stickers on your keys so that you can see the different things. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . You will notice after a while that the letters on the keys began to disappear. Touching the keyboard after a year will just rub off the keys. Clear plastic is sold in sheets or rolls which can be cut to fit the tops of your keys. This protects especially the non-american keys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instead of pointing and clicking the OK box in the dialogue box, hit RETURN or ENTER. Both of these keys usually have the same function. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Get in the practise of holding the mouse in your palm, clicking not with the tip of your finger, but with the middle of the finger. Not so tiring. And keep the mouse near the keyboard, so that you can hit ENTER with your thumb. This machine was not designed by a southpaw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . You can always print the screen by pressing ALTERNATE + HELP. Or almost always. Often the printing can be stopped by pressing Control + Q (quit) (or perhaps X, W, or Z as well). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Control + S will often work on your keyboard with some PRGs. This SAVES data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When renaming disk drives, or renaming file names, there is no need to backspace one letter and type in the new: just type it. If the cursor is at the end of the line, it will automatically delete and replace the word. Try this now by clicking OPEN FILE, and just pressing K, the .DOC will change to .DOK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The cursor can be moved with ALTERNATE + ARROW keys; press ALTERNATE + INSERT for a mouse click. The only time I've found this useful is when you have to click the mouse a lot (in a game, for example). Park the mouse over the box, and hold down the Alternate and Insert keys. Also this helps when reading long files (like this one). Park the mouse over the vertical bar on the right side of the screen, hold down ALTERNATE, and press INSERT as you read along. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Careful, though, too fast and this sometimes 'freezes' the computer, nothing works anymore. Panic. Try punching ENTER, or wait a bit. Waving a gun sometimes works. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The right mouse button works on the desktop. When you have several windows open, point at an inactive window, hold down the right button, and point and click with the left button. The right button lets you work in non-active windows. Nice, but useless. It's so easy to click up a window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . F1 and F10 often have a function in a program. Programmers have many traditional codes, such as pressing "CONTROL (Ctl) + ?"; this sometimes produces a few lines of HELP or other information. When in doubt, punch buttons. Try every key on the keyboard, in combinations. You can't hurt the computer by pressing buttons. However, shooting the computer may damage it. Gunshots are not covered by warranties except in Texas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Something difficult to describe, but rather handy, is an F-KEY guide. If your different programs use different commands on the F-Keys, this little device helps you keep track of them. Take about fifteen or twenty sheets of paper. Bind them together with one of those plastic ring binders: go to any paper supply store; they have a hole punching machine which makes a row of rectangle holes on the side of the paper, into which a plastic ring strip holds the sheets together (it is difficult to describe, but you will know it when you see them)(Use the smallest size, that is, the thinnest ones). Now use a paper cutter so that there is only a strip of paper 1.3cm wide (as if you bound a book which is only 1.3cm wide, but normal length. Still following this? Good. Put the thing above your F-keys. Trim to lenght. It sits there in the groove. Make a different page for each program that uses commands on the F-keys (also a handy place to keep notes about other commands) Just flip the pages back and forth for each program. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I put a little red sticker on the F6, Delete Line, key. Then it's just a matter of reaching up and punching it; I don't need to look so carefully. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Many programs can be aborted by pressing Q,W, X, Z, or CONTROL + Q, CONTROL + Q, CONTROL + X, CONTROL +Z, ESCAPE, or F10. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . In Germany, you can buy an AT keyboard which plugs into the ST. The AT keyboard is the best. High quality keys. It comes as a small separate keyboard (similar to PC's) and has a 2 meter telephone coil cable. Your ST is simply pushed back into the corner. Simply unplug the ST keyboard (a flat cable which is very obviouse when you open your machine) and plug in the AT keyboard. AT keyboards cost about 60 pounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Be careful with the keys. ST's are made of cheap plastic. The keys break off very easily. There's a lot of users with missing keys. I broke my Backspace key by dropping a dictionary onto it (small wonder!) Rubber cement doesn't work; it just gets loose after a while. It stayed loose for a long time, until a friend suggested model airplane glue; it's made for plastic (the guy at the store asked if it was for toy airplanes or toy soldiers. I said "for my toy computer"). It worked great. Solid connection. Be VERY careful not to glue the key to the sleeve; you'll freeze the whole thing. Use a toothpick to apply the glue. End of Chapter Two: The ST Keyboard. ====================== * * ====================== Chapter Three: The Mouse There's only one thing to say about the mouse. When waiting for a command to be carried out (waiting while opening a program, waiting while a text is being reformatted, etc), don't wiggle the mouse around impatiently. You send information to the computer when the mouse moves; the computer slows down what it is doing and begans to pay attention to your mouse movements. In other words, if you play around with the pot, it just takes longer to boil water. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Your mouse should roll smoothly. If it doesn't (it feels like rolling on rubber), then you must clean it. In the back of your Owner's Manual is a short description of how to clean your mouse. It is not enough. You need to go further. Open the mouse, as the manual tells you. Use a cotton swab (the little sticks with cotton on the end) which has been moistened (not dripping) in alcohol and wipe the three rollers, turning them too. This softens up the dirt. Take a clean, small, sharp knife (or whatever) and gently scrape the dirt from the rollers, turning them as you go along. (As my chemistry professor used to say: CRAP = Chemical Residue in Apparatus). Don't scratch the rollers. Don't try and see how high the little ball will bounce. Put the mouse back together. New mice cost at least 50$. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Some mice will go "walkies," as one British puts it. As you work on the keyboard, for no reason, the mouse arrow will fly across the screen. Notice that it only goes either straight up and down, or horizontally. There was quite a debate in ST WORLD last year about this; there are several different theories on the reason for this. There are also several different cures; many of which involve fooling around with the hardware. Try pushing the mouse plug tighter into the computer. It doesn't seem to be much of a problem; if it's not broke, don't fix it. Mine does it quite often; other people are rather amazed when it goes flying off by itself. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The right mouse button works on the desktop. When you have several windows open, point at an inactive window, hold down the right button, and point and click with the left button. The right button lets you work in non-active windows. Nice, but useless. It's so easy to click up a window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Oh, right, nearly forgot. Mousepads are all the rage. They really are better as a surface. Don't spend money buying an "offical" pad at a computer store; go to a scuba divers store (underwater sports) and buy some Neoprene, the stuff that wetsuits are made of. That's what mouse pads are anyway (who ever came up with that?). There are two kinds of neoprene: wetsuits and drysuits (A wet suit lets water in, but insulates. A drysuit keeps water out completely.) Use drysuit material. (If you use wetsuit, then it won't "hold" to your table top. Use some double sided tape to hold it down.) The stuff is expensive by the square meter (around 40 # / square meter of certain thicknesses)(it is measured in cubic centimeters), but you only need a 20X20 cm piece (mine is .40 cm thick). If you use the SPEEDMOUSE.ACC, then you only need 16x16 cm. Don't hope for a free scrap piece of material; none of it is thrown away. They use the little pieces for making fingers for the gloves. End of Chapter Three: The Mouse. ====================== * * ====================== Next issue... Disks and Ram-Disks. Look for DOC DISC 7.... Well, here we have it. Some of the most basic hints about the ST for those who know very little of its workings. Surprisingly, very little of this gets shown or explained when purchasing your ST, so this file is very useful for those who have had no previous computer backround and therefore, cannot work it out for themselves. This file is really two separate files merged together, so we apologise for any repetition between the two. Read on, SEWER RAT !! SOME HELPFUL HINTS (we hope) Let's start with some warnings that just may save you damaging things. NEVER PLUG IN OR UNPLUG ANY PERIPHERALS WHEN THE COMPUTER IS ON!! This applies especially to the printer and cartridge but is also valid for just about anything else. In the case of the printer it is a good idea to have that switched off as well. And something rather obvious, don't spill liquids anywhere on your computer. If you want to clean the case or the keyboard, do so with a damp (not wet) cloth, possibly some mild detergent will help. Gently wipe the case and keyboard, rub lightly if necessary and wipe lightly again with a dry cloth to dry off. MORE WARNINGS: On the control panel (the Control.ACC) there is the option to cancel double checking both on deleting files and overwriting existing files with the same name. NEVER, NEVER disable these. I don't care how goor you think you are, or how careful. It is VERY EASY to accidentally release the mouse button when "dragging" files around. If this happens over the trashcan, without this safety check on, those files are GONE. One file may be recoverable, but half a dozen ARE NOT. MOUSE CARE: The manual (???) tells you to clean the ball, for those without a manual here is how: slide the small cover on the bottom in the direction of the arrows and remove it. Turn the mouse the right way up and catch the ball when it drops out. Wipe with a damp cloth, if necessary use some mild detergent. Dry off, re insert it and replace the cover. BUT, I find it is not my mouse ball that gets dirty, but the small rollers inside. If you find the mouse moving irregularly or you can actually feel irregularities when moving, here is how to fix it. Unplug the mouse, remove the two screws in the bottom. Gently lift up the CORD end of the top cover. Notice how the other end has locating lugs, when re assembling, that end is put together first. Remove the cover. You will now see 3 small rollers, which are turned by the ball as it moves. Leave the ball in place. I found the easiest way to clean the rollers is to get a small flat bladed screwdriver and hold it lightly against the roller while moving the mouse. This tends to scrape the gunk off nicely. After doing all three rollers, remove the ball, blow out the case to remove any droppings and put the case back together. Clean the ball and re insert. Job completed. I find I have to do this about every week, so around 60 hours or so. DESKTOP HINTS Here are a few things you may not have caught onto yet. If you want to transfer one file, you simply hold down the left mouse button and drag it across, right? And if you wish to move a whole batch of them you "rubber band" them and drag them across. (Rubber banding means you position the arrow at the extreme left edge of the directory window, at the level of the top file that you want, and WHILE HOLDING DOWN THE MOUSE BUTTON, move the mouse downwards and to the right, creating a box outline. When you release the mouse button, you will find that ALL files completely or partially within this outline show as selected. And if you want a batch of files but they are not consecutive?? Well, two ways. Hold down the left SHIFT key and click on each one you want. You find that when clicking on the second one, the first one stays selected (Try it without the shift key). The other way is to "rubber band" a block. Then, while holding down the SHIFT key, clicking on a file will de-select it, while the others stay selected. Another shortcut: If you want to move a file from a window which is not the active one, you normally click on this window to make it the "top" (active) one. But you don't have to. Hold down the RIGHT mouse button, then pick up the file with the left one as usual. See, you can actually do it. COPYING: The worst thing you can do on an ST is to copy a batch of files without a Ramdisk. Six disk swaps are required for EACH file. Always set up a Ramdisk before copying files. Copy from the first disk to the Ramdisk, then from the ramdisk to the second disk. You presumably know that if you drag one drive icon over on top of another, that disk will be duplicated to the other. But did you know that if you drag a disk icon onto a directory window, ALL files on the icon disk will be copied to the other disk? Saves opening the directory and dragging across heaps of files. Conversely, you can pick up one or more files from a directory window and drag them onto an icon. They will be copied onto the disk. If the icon is the trash can, they will be WIPED. Before dragging a heap of files across to another disk, make sure there is enough room. Click on the disk icon (once), go to Show info and select it. This will tell you the total free bytes available. Take about 10% off, as files get rounded off UPWARDS to the nearest 1K. NEW DIRECTORIES: When you change disks, you can simply press the ESCAPE key to show the new directory, provided that there is already a directory for that drive, and that it is the active one (the one with the shaded top bar). Some Tips on the ST ------------------- Volume I, JAN. 86 by John Demar Since last June, I've given my ST quite a work out. At the beginning, it seemed like I was demonstrating it more than I was using it! Packing it up for a users' group meeting, bringing it to a store that was too anxious to wait for their first shipment, showing it to all sorts of curious people dropping by at my home. Even the regional sales rep had never seen the 520ST before he looked at mine... Over the past few months, I've gathered many facts and learned a few tricks that I'd like to pass on. As always, this information is best communicated through Compuserve and the growing network of ST-specific bulletin boards. You're welcome to give a copy to a friend who isn't fortunate enough to own a modem (yet!). Hopefully, I'll compile another list like this in the future. Please forward to me any comments and tips of your own. Our BBS number is 315-457-7216 or drop a letter in the mail to QMI, PO Box 179, Liverpool, NY 13088. Enjoy! 1) Saving the GEM Desktop ------------------------- I always see an ST booted at a store and can't believe how messy they keep their DeskTop. I shouldn't be too critical -- the top of my desk is pretty hard to find! The "Option" Menu on the GEM DeskTop has a choice called "Save DeskTop". It creates the file called "DESKTOP.INF" which remembers what your DeskTop looks like (icon and window positions, screen resolution, etc). The next next time you turn on your computer, the DeskTop display will look just as you left it. For instance, I have my disk icons placed at the bottom left of the screen and the trash can at the bottom right. I resize and move my windows so that they are equality centered vertically next to each other (text viewing). Go to the Option Menu and Save the DeskTop. Next time I boot, everything looks familiar and comfortable to me! 2) Renaming the Icons --------------------- I've found it more appealing to have the disk icons named "Top Disk" and "Bottom Disk", to correspond to the physical position of my disk drives. Point to a disk icon and click the button to make it dark (selected). Go to the Options Menu and select "Install Disk Drive". Type in the new name in the drive name field and click on the Install button. Voila! Your icon is renamed. If you save the DeskTop, the name will be there permanently. You can rename the trash icon by loading the DESKTOP.INF file into a text editor and renaming it where it is shown in its special format. If you do this with ST-Writer, make sure the top and left margins are set to zero, then print to disk (do not use Save since ST-Writer uses a different format). 3) Installing an Application Document-Type ------------------------------------------ This sounds complicated but it's really a useful feature. For instance, you probably name all of your ST-Writer files with a file extension ".DOC". Normally, you would load ST-Writer then load the document file. Here's how to do it in one step! On the DeskTop, click once on the application program name (or icon) to make it black (selected). Go to the Option Menu and choose "Install Application". In the field called Document Type, enter the three characters for the file type associated with the application (DOC, for the case of ST-Writer). Then, save the DeskTop to make this a permanent choice. From now on, all you need to do is click twice on any document file (".DOC" on the name) and ST-Writer will load automatically and the document file will load into ST-Writer, waiting in the edit mode! Make sure ST-Writer is on the same disk as your document files or this will not work. 4) The Infamous Key ------------------------- The Escape comes in handy for a couple of things. When you remove a disk from a drive and replace it with another, the DeskTop still shows the directory for the old disk. I spent the first two months closing the window and re-opening it to see the directory of the new disk. Not so! Simply press the key and the directory will appear for the new disk! Also, the Escape key is used to erase text fields in GEM Dialog Windows. For instance, you're entering the date in the Control Panel -- just hit and the old date will erase and the cursor will go to the beginning of the field. 5) The Case of the Dead Mouse ----------------------------- I've heard of missing mice and a sick mouse or two. But, there's no such thing as a dead mouse! The ST keyboard allows you to move the cursor around without using the little critter. Hold and the cursor arrow keys to move the pointer in steps and use the and keys together with the cursor keys for fine movement. The key with the key acts like the left mouse button and the key with the key acts like the right mouse button. It makes a lot of sense once you think about it! 6) Printing the Screen ---------------------- You'll need an "Epson compatible" printer and a healthy printer ribbon for this one. If you ever want to grab a graphic copy of your screen display, press and at the same time. Make sure your printer can handle it or the ST will go to sleep for a couple of minutes. Also, if the image will not fit on your printer, use the Printer Config Desk Accessory and choose 960 for the pixels/line. Save the DeskTop to make it permanent. 7) A Cheap Monitor Stand ------------------------ Out of despair, I looked around for something to lift my monitor up a few inches. I grabbed a letter tray (one of those stackable, plastic in/out basket things) and flipped it upside down. The monitor sits nicely on it and the cables hide into the opening of the tray! Most stationary stores sell them for three to five dollars or so. I have three trays now for my drives and two monitors. 8) Upgrading to One Meg of RAM ------------------------------ Who would ever believe that we would be complaining about having ONLY 512K of RAM! With TOS in ROM (available for $25 any day now), the 520ST is more enjoyable than any other personal computer. But, One Meg gives you lots room for nice things like large desk accessories and a big RAM Disk or two. Now the bad news... If you are not extremely comfortable with electronics and soldering, DO NOT attempt the upgrade yourself! Although I have an electronics degree and ten years experience with soldering, only two out of the five I've upgraded so far have worked the first time. The others required careful debugging using an oscilloscope along with a knowledge of microprocessor systems. My suggestion is to wait for a plug-in board and pay the difference. If you can't wait, have someone install the RAM who has done it successfully before. By the way, I've been more successful soldering to the BACK of the PC board instead of directly on top of the old RAM chips. The RF shield on the back of the board acts as a heat-sink for the RAM if the cardboard is cut away and no wires touch the metal. Remember to bend back the leads 180 degrees to mirror the pinout of the chips! 9) Using Folders ---------------- When you find yourself staring at a screen full of files and looking all around for a certain file, you're ready for folders. Folders are actually sub-directories to keep associated files together, just as you would keep related things together in a file cabinet. Select "New Folder..." from the File Menu on the DeskTop. Give it a general name that describes its intended purpose (you cannot rename a folder later on!). Just click twice on the folder and you will see what's inside of it. When copying files into a folder, make sure you have enough space on the disk and do not go according to the number of bytes shown at the top of the window; this refers only to the folder, not the total disk. Click the disk icon once and use the "Show Info" selection from the File Menu to check the free space on the disk. 10) Backing-Up your Protected Software -------------------------------------- The best solution to this problem is not to purchase software that is protected! If you have a protected program and need a back-up copy, it is your right to protect yourself. First, ask the company to sell you a back-up copy, without a manual, at a reduced price. If they laugh at you, laugh at them by not purchasing any more of their products and by suggesting the same to your friends. Fortunately (and unfortunately), there are copier programs to copy just about anything on the ST. Please use these for your own personal back-ups only. And respect the rights of those publishers who are respecting your rights by NOT protecting their software. We're all looking forward to a long and prosperous life for the ST and a computer without software makes a great doorstop (commodoorstop?)! 11) Some Notes on The Operating System (TOS) -------------------------------------------- It's pretty frustrating when I hear people talk about the ST's operating system. Here's a few definitions and clarifications on what's inside of there. I'll start from the bottom up. The ST BIOS (Built-In Operating System) is a group of functions to handle the lowest-level tasks in the ST. This includes simple input and output to and from the devices and other functions specific to the hardware. These routines are used by advanced programmers when more control or speed is needed. Since the BIOS is mostly specific to the ST, use of these calls will make it harder to convert the program to another computer. GEMDOS is the medium-level set of functions that handles disk file management, general input and output, memory allocation and program loading. This set of routines is similar to CPM/68K but is NOT CP/M compatible (this has been one of the most common misunderstanings!). Although GEMDOS was written by Digital Research Inc, the makers of CP/M, GEMDOS is closely related to MSDOS with similar function numbers and parameters. Since GEMDOS separates the programmer from the hardware specifics, programs are more easily converted to other computers. Another low-level set of routines is called the "Line-A Graphics". These are very fast drawing functions used extensively by GEM and are also available directly to the programmer. The Line-A routines are responsible for just about everything you see on your ST screen. Use of these routines makes it difficult to move programs to other computers and it's very difficult (or impossible) to make them work nearly as fast on any other computer! GEM itself is actually not an operating system -- it's a library of routines available to the programmer that manages the graphics display and the user interaction with the program. GEM is divided into two major sets of functions: the VDI (Virtual Device Interface) which handles higher-level graphics, and the AES (Application Environment Services) which are high-level libraries of routines for the user/program interaction. VDI makes extensive use of the line-a graphics to control the screen display with over one hundred available functions! The AES contains libraries of routines (totaling over a hundred, again!) that use VDI and GEMDOS. The programmer uses these libraries for a consistent environment between the program and the end user. GEM programs that do not make calls to the BIOS, are, in theory, completely portable to GEM on other computers, including the IBM PC. The GEM DeskTop is actually a GEM application that runs by default when you turn on your computer. Any or all of these routines, including the BIOS can be ignored by another operating system loaded into the ST. I can't wait to see what kinds of systems become available for the ST! I hear there's definite plans for OS9 and other multitasking OS's. If this was all too heavy to handle, the next topic should be more useful! 12) Types of Programs --------------------- The first day my ST arrived, I sat for three hours trying to make the cursor appear with 4XFORTH from the Dragon Group. Finally, I gave them a call and they talked me through it... install the program as a TOS application! There are four types of programs on the ST and here's a quick explanation of each: GEM APPLICATION. A GEM application is a program with a ".PRG" type at the end of the filename. This type of program uses the GEM interface or was written to enter and exit appropriately with the GEM DeskTop. GEM DESK ACCESSORY. A Desk Accessory is a program, usually smaller than a full application program, that loads into memory when you turn on the computer. They remain in memory and are convenient at anytime from a GEM application through the "Desk" Menu. These program, with a ".ACC" file type, are really multitasking programs running in infinite loops when the main application isn't busy. A desk accessory must be programmed as such and regular application will NOT work as an accessory. NON-GEM PROGRAMS. Other programs that do not make use of the GEM routines have a ".TOS" file type. They strictly use GEMDOS functions and supply their own interaction with the user. Usually, a TOS program requires a blinking cursor which is enabled automatically when the program is run. TTP PROGRAMS. A special type of TOS program has a ".TTP" file type. These programs require a list of arguments for input to the application. If you are familiar with CP/M or MSDOS, these programs are usually run by entering the name of the program as a command followed by the parameters. With the GEM DeskTop, these parameters are passed through a dialog window. A few "Command Processors" or "Shells" are available for the ST that give you a command-line environment similar to Unix, CP/M or MSDOS. TOS and TTP programs may be used through those command programs. 13) Some Notes on the Hardware ------------------------------ I'm still impressed every time I look inside of an ST! I could go on for ever talking about the details but I better save that for later. So, here's a few comments on a some hardware-related things... The 520ST has a Memory Controller that can handle up to four megabytes of RAM without any additional support chips. The Operating System looks for up to four meg of RAM and all program may access it continually without banking or segmenting. With 32 1-Meg Ram chips and a lot of work, you have a 4-Meg ST! The ROM Cartridge port on the left side of the ST has no read/write line and is strictly for read-only memory. You cannot add RAM or other support chips to that port. The DMA port is not a Hard Drive Port; it requires about $200 worth of circuitry to control a bare hard disk drive. However, it is relatively inexpensive to control SASI and SCSI devices and allows for up to eight compatible peripherals. Atari says that a $699 hard drive will be available soon. A couple of other companies are showing hard drives and hard drive controllers for the ST. The ST has four custom integrated circuits that are available only from Atari. Besides the ROMS, all of the remaining IC's are readily available "off the shelf". Everything in the ST is soldering in without sockets except for the custom chips and ROMS (these are not guaranteed to stay socketed in later production runs). The floppy disk controller in the ST will control only two disk drives. But, it will control 5 1/4" drives with a format compatible with MSDOS and an IBM-PC. A simple cable from inside the SF343/SF314 drive can hook to a 40 track or 80 track 5 1/4" drive. This isn't too useful really, but it is definitely faster to copy files direct from disk instead of transferring them through terminal programs between an ST and IBM-PC. However, the latter method is usually more convenient and less expensive. Another note: the ST cannot drive both the monochrome and color monitors at the same time. 14) Programming on the ST ------------------------- No matter which language you decide to program in, you won't get very far with a serious application without the Atari Developers Kit. The ST is a sophisticated hardware and software system that requires the documentation and lots of effort to learn. I've used 4XForth extensively on the ST (I have serial number 3 of 4XForth) and recommend it to anyone. The H&D Forth from Mirage is not as professional as 4XForth and the price reflects that fact. If you just can't deal with Forth, there's many other choices. ST BASIC is very complete and extensive. However, I do not recommend BASIC for any serious programming on the ST. If you just want to learn a few things, you have nothing to loose -- BASIC is free! The same goes for LOGO. It's not a serious language for program development but it's a very nice, powerful language for kids to use. In fact, many grade schools teach LOGO instead of BASIC. "C" is a favorite language for software developers on many computer, large or small. The Atari Developers package comes with Alcyon C from Digital Research. Alcyon C is acceptable but has many slow, intermediate steps in the compile process. Another C, from Haba, hasn't received very good reviews because of its incompleteness. Yet another C, from Megamax, looks very promising but it isn't available to the general public yet. The preliminary copy, that I purchased from Megamax, has some room for improvement but is very fast and easy to use. I'm looking forward to the final version and I'm placing my bets on this one. More implementations of "C" are promised from other companies including Lattice C which is popular on many other computers. Pascal is finding its way onto the ST but I haven't looked at any of them yet. Modula 2, a language similar to Pascal, is available from TDI and seems to be fast and complete. I haven't looked it over completely but I know a couple of people that are enthusiastic about it. I've noticed that other languages are promised for the ST including Fortran, Basic compilers, a Basic in ROM cartridge, Cobol and a few more. ------------------------------------------------------------------------------ Well, that's all for now! I've intended to write these things down for quite a while and I hope it's useful to someone. Again, you're welcome to comment on my comments or offer your own notes for the next issue of "Some Tips on the ST". Well, so far on this disk we've provided plenty for the absolute beginners and intermediates, from cleaning the mouse to loading files and more. As a result, I thought it only fair that we gave a little something for the more advanced ST users, and here it is, the complete (?) memory map ...... Sewer Rat! THE COMPLETE ? ST MEMORY MAP I'll try to give an as complete as possible map of the ST's memory useage as possible, starting from the BOTTOM up. ALL ADDRESSES ARE IN HEXADECIMAL. The bottom 1/2, 1, 2 or 4 Megabytes are RAM (Random Access Memory), the stuff you can both read from and write to. ALL MEMORY FROM $0000 TO $7FF IS PROTECTED MEMORY. This means that you cannot normally access it without generating a Privilige error. Have to be in Supervisor mode for legal access. 0000-0008 System power up vector, actually a copy of the first 8 bytes of ROM. READ ONLY. Writing causes an exception. 0008 Bus error exception vector. Trying to access >4 Meg or writing to $0000 000C Address error exc vector. Trying to access a word (or long word on an odd address (byte boundary) 0010 Illegal instruction No such instruction! 0014 Divide by zero Obvious (points to RTE). 0018 Check instruction special 001C TrapV special 0020 Privilige violation Trying to access protected memory area in user mode. 0024 Trace Indicates tracing. Causes the CPU to finish the instruction and then jump through here. 0028 Line A Line A decoder vector These line A routines give low level access to the graphics and blit routines in the ST. Read the VDI manual first though. 002C line F Same for line F access. These are the guts of VDI. 0030-0038 Reserved 003C Uninitialised interrupt vector 0040-005F Unassigned 0060 Spurious interrupt vector Unknown interrupt. 0064-007C levels 1-7 interrupt auto vectors. These are used for Hor. blank and Vert blank interrupts. Hor blank is not enabled by the system. 0080-00BF Trap instruction vectors 0080 Trap #0 Not used. 0084 Trap #1 for Gemdos calls 0088 Trap #2 for Aes and VDI calls 008C to 00B0 traps 3 to 12 are not used. 00B4 Trap #13 calls to Bios (Basic Input/Output System) 00B8 Trap #14 calls to X-Bios (Extended Bios) 00BC Trap #15 is not used. 00C0-00FF Reserved for future use! From $0100 to $03ff are additional interrupt vectors. Only some are used, and the system initialises only some of those. 0100 Centronics port interrupt vector (printer) 0104 Data carrier detect interrupt 0108 Clear to send 010C Graphics processor blit done (we should be so lucky) 0110 System timer D (Baud rate generator) 0114 System timer C (Used for housekeeping duties) 0118 Midi and/or Keyboard interrupt vector 011C Disk DMA (Direct Memory Access) 0120 System timer B (Horizontal Blank counter) Some books show this as being available. Don't believe it! 0124 Transmit error 0128 Transmit buffer empty interrupt 012C Receive error 0130 Receive buffer full interrupt 0134 Timer A (available). 0138 Ring indicator 013C monochrome detect 0140-03FF Supposedly reserved, but can be used. Be careful though, some programs may use them. PAGE 4 VECTORS, GUARANTEED TO REMAIN This is an area (it actually extends into the 0500 range) which contains vectors through which different functions jump, allowing interception (and replacement if you wish) and also containing system variables. Location. Name Description 0400 etv_timer vector for the event timer. Comes through here 200 times/second. If you need that kind of speed, steal this vector, FIRST JSR through the old one, then do what you like. But don't take too long to do it. 0404 etv_critic vector for the critical error handler 0408 etv_term process termination vector 040C etv_xtra 5 long words reserved for system vectors These do not seem to be in use currently. 0420 memvalid Indicates whether RAM is valid on reset. If valid contains $752019F3 0424 memcntlr 1 nybble shows memory configuration. 0426 resvalid Shows if a valid rerunnable program. (on reset) Contains $31415926 if valid. Program to set this. 042A resvector If resvalid, jumps to the address stored here. 042E phystop Physical top of RAM memory including screen. 0432 _membot bottom of USER available memory (end of sys) 0436 _memtop top of USER avail mem. (below screen) 043A memval2 ANOTHER value to certify that memory is still O.K. Should contain $237698AA. 043E flock non-zero means floppy disk active. 0440 seekrate default (on power up) floppy step rate. Changing this after power up does nothing at all. 0442 _timr_ms system timer calibration (don't ask) 0444 _fverify flag, non-zero means write with verify. If off (zero) speeds up disk writes a lot 0446 _bootdev default boot device. If you change this to B for example, system on reset boots from B. 0448 palmode flag, if non-zero tells system 50 Herz 044A defshiftmd Default resolution (only first byte used) is either 0 (low), 1 (med) or 2 (high) 044C sshiftmd shadow for above register used by GEM. 044E _v_bas_ad pointer to start of screen memory. Used in writing to the screen. (You can display another one if you wish. See set_screen call 0452 vblsem flag for V-blank routine. 0454 nvbls Number of deferred Vblank vectors. Normally set to 8, although the system uses 1 only. If you change this to more than 8, you also will have to change the pointer to a new area. 0456 _vblqueue pointer to the list of Vblank routines. This normally points at $04CE, where there are 8 vectors set aside. May be changed. 045A colorptr Shove the address of a new palette in here, and the system will transfer them for you during Vblank. It then resets it to zero. The palette info is transferred to $FF8240 up. 045E screenpt Put the new screen address in here and the system will flip screens for you during Vblank. DOES NOT get zeroed. Make sure you DO after Vbl. Otherwise if you try and do setscreen, this points it right back again. 0462 _vbclock count of unblocked vertical blanks (actually executed vert. blanks, as you CAN block them either with interrupt level or Vblsem. 0466 _frclock count of EVERY Vblank, regardless 046A hdv_init hard disk initialisation vector. (power up) 046e swv_vec change to/from high resolution reset vector Changing mono/colour causes a jump through here to the reset routine. 0472 hdv_bpb vector for "get BPB" call. Hard disks and Ramdisks "steal" this vector for own use. 0476 hdv_rw For read/write calls, same applies 047A hdv_boot vector to the disk boot handler. 047E hdv_mediach vector to detect disk changes. Any disk handler needs to intercept $472, $476 and $47E 0482 _cmdload power up flag (for TOS on disk only?????) 0484 conterm Various bits indicate what kind of keyboard or terminal to emulate, and mouse functions. 0486 trp14ret Trap #14 saves it's return address here (??) 048A criticret same for the critical error handler 048E-04A0 themd memory descriptor list, pointers to lists of pointers which show reserved memory blocks, and where and how much was reserved. 04A2 savptr System pointer to it's register save area. If you use this pointer, make sure you do it correctly. 04A6 _nflops how many floppies. (0,1 or 2 only) 04A8 con_state state of conout parser (You're on your own) 04AC save_row saved row address for cursor X/Y pos. 04AE sav_context pointer to saved processor parameters 04B2 _bufl 2 buffer list headers (I don't know) 04BA _hz_200 gets incremented 200 times per second, if you want to time something, this is the way. Read this value, do the deed, read it again and the elapsed time is the difference (in 200th sec.) 04BE _drvbits bitmap of drives (bit 0=A, bit 1=B etc.) 04C2 _dskbufp pointer to the (1K) default disk buffer. 04C6 _autopath points to the default pathname for AUTO 04CA _vbl_list 8 long words for Vblank vectors. If any of these are non-zero, system jumps to address. 04EE _dumpflg If set, causes system to dump screen to printer. 04F0  _prtabt if set, causes the printer to abort. 04F2 _sysbase pointer to start of ROM oper. sys($FC0000) One of the more useless ones I'd say. 04F6 _shell_p Shell info (not used by ROM system??) 04FA end_os end of system Ram usage (should be the same as membot normally. 04FE exec_os address of start up shell (meaning GEM) 0502 ------- printer vector (the last point at which you can intercept printer output. 0506 ------- vector to parellel port status routine 050A ------- vector to time out routine 050E ------- vector to routine to check aux port status 0512 ------- vector to auxillary output routine From here on up to $800, nothing seems ? to be used, but this may change. System memory extends normally to location $a100, after that there is user memory all the way up to the screen. This does not mean it is always free, the first thing in (from AUTO folder or Accessory) will use it. Therefore your programs should ALWAYS be relocatable, and ALWAYS check to see where memory is free before using it. E.g Supermons ramdisk is actually at the TOP of memory, either before or after the screen memory. So check with the system to see what you can use. You can do this by reserving what you want with a MALLOC call. It returns the address. Also use the systems screen pointer, don't automatically assume the screen is at $78000 or $f8000. If you make your program comply with the system protocol, you will find that it can share with other applications (such as accessories), which, by making your program more versatile, will attract more users! There is nothing worse than not being able to use your favourite (and sometimes essential) accessories or utilities with something else. $78000 or $f8000 (or more on Megas) screen address. (Normally) The screen actually takes 32000 bytes, not 32K so there are 768 bytes available ABOVE the screen. At one time I thought this might be ideal to hide small programs, a bit like page 6 on the 8 bit machines. BUT, it would seem that the hard disk driver from Atari does use part of this at some stage, so LEAVE IT ALONE. THE CARTRIDGE AREA This starts at address $FA0000 and goes to $FBFFFF. A total of 128K is therefore available for cartridges. Cartridges can be of 2 types, diagnostic or "normal". Diagnostic cartridges can take over control of the system right from before the point ANYTHING is checked or set up, till after the system variables etc. have been set up (but before interrupts are enabled) Regular cartridges may initialise (or run) from after the enabling of interrupts right up to a point where the disk boot starts. Alternatively they can just be run from the desktop as a PRG or TOS type program. A normal cartridge must have the following header, to be recognised by the system: $FA0000 must contain the magic number $ABCDEF42 $Fa0004 CA_NEXT pointer to next headers (as many as you like) or if zero, no more headers. $FA0008 CA_INIT Pointer to cartridges initialisation routine, or zero if none. Is initialised at a point during power up depending on bits set in the highest byte of CA_INIT. $FA000C CA_RUN Jumps through here when you actually run the program from the desktop. $FA0010 CA_TIME Time of creation (like any other program) $FA0012 CA_DATE Same for date. $FA0014 CA_SIZE Size of application. (displayed but ignored) $FA0018 CA_NAME Dos type of name, 8 bytes plus 3 extender, MUST be terminated with 00. From here on up you may put what you like till $FBFFFF. THE OPERATING SYSTEM This starts at $FC0000 and goes (currently) up to $FEFFFF. This, as well as the hardware registers above it is again protected memory, to be accessed only in Supervisor mode. The first 8 bytes are the reset parameters, which are shadowed (duplicated) in the first 8 bytes of RAM at $0000. Some more system values follow. $FC0000 reseth branch to the reset routine $FC0002 version version number of the OS (0100 or 0102) $FC0004 reseth pointer to start of reset routine $FC0008 os_beg start of operating sys. ROM ($FC0000) Why? $FC000C os_end end of TOS memory requirements (but not GEM) $FC0010 os_exec start of OS again (leftover from Ram ?) $FC0014 os_magic tells whether GEM is in ROM or not. $FC0018 os_date date on which system was written $FC001A os_conf Now don't you worry about that, young fella. At $FC0020 on the 1st TOS on ROM release the actual start up code begins. In the later versions you will first find a few pointers. $FC0020 _root Pointer to base of the OS pool memory (GEM?) $FC0024 _kbdshft Pointer to the keyboard shift register $FC0028 _run pointer to a pointer to the base page address of the currently running process or application. Then the start up routine follows. THE DREADED HARDWARE REGISTERS. All I will do here is give the addresses of the BLOCKS, for full descriptions and/or how to access them, and what they actually do, you will have to buy yourself some books, such as ST Internals. In almost every case, access is BYTE only, on ODD boundaries. Some are read only registers. $FF8000 Memory configuration. The MMU uses this to control both different amounts and types of memory. (64K, 256K or Megabyte type chips) $FF8200 Video display registers. Pointers to screen position, as well as pointers to CURRENT output position on screen. Also allows for 50/60 cycles and external sync signals. $FF8240 Here are the 16 colours of the current palette stored. If reading these and storing for later use, remember to AND them with $777 to drop off garbage bits. $FF8600 DMA chip registers. Pointers to start and end of DMA (Direct Memory Access) functions and status. $FF8800 Sound chip. A very sordid tale this one! The sound chip has various functions, looking after part of the floppy access as well as the printer port AND the RS232 port. In addition, it can even produce sound as well. For a full understanding of this, get the manual. $FFFA00 MFP (Multi Function Peripheral) chip. Basically looks after almost all interrupts generated in the system, and contains timers A to D as well as the RS232 registers for receive and transmit. $FFFC00 Keyboard and midi ACIAs. These transmit (serially) any data from the keyboard and/or Midi port. GEMDOS QUICK REFERENCE GUIDE. (TRAP #1) CALL NAME QUICK DESCRIPTION $01 CONIN Get (wait for) a single keyboard char (and display). $02 CONOUT Put a single char. to the screen. $03 CAUXIN Get a character from the RS 232 port $04 CAUXOUT Output a character to the RS 232 port $05 CPRNOUT Put a character to the printer. $06 CRAWIO Parameter $FF gets a key (if there) like CONIN Any other parameter and it acts like CONOUT $07 CRAWCIN Same as CONIN but not displayed to screen. $08 CNECIN Exactly the same as 07 CRAWIN $09 CCONWS Print a LINE to the screen at current position. $0A CCONRS Read a LINE from the keyboard $0B CCONIS Check whether a keypress has been stored in the buffer. (CONIN will loop till char. arrives, this just checks) $0E DSETDRV Change the currently active drive. $10 CCONOS Checks whether screen is ready (don't blame me) $11 CPRNOS Checks printer status (Ready/not ready) $12 CAUXIS See if a character is available from RS 232 $13 CAUXOS Checks if RS 232 is ready for next output. $19 DGETDRV Get which drive is currently active $1A FSETDTA Set up 44 byte buffer address for disk info $20 SUPER Patched into Gemdos to allow change to Supervisor mode. $2A TGETDATE Gets the system date (Not the keyboard one) $2B TSETDATE Sets the system date (Not the keyboard one) $2C TGETTIME Same for getting the time $2D TSETTIME And set the time $2F FGETDTA Gets the address of the current buffer (see $1A) $30 SVERSION Gets the Gemdos version number (NOT THE TOS VERSION) $31 PTERMRES Terminate program but keep it in memory. $36 DFREE Get the free space left on the disk $39 DCREATE Create a new folder $3A DDELETE Delete a folder $3B DSETPATH Change the directory pathname (open/close folder) $3C FCREATE Create a new file $3D FOPEN Open an existing file $3E FCLOSE Close a file (if you open, make sure you close) $3F FREAD Read a file (or part thereof) $40 FWRITE Write (any number of bytes) to a file (The file must already exist, see FOPEN and FCREATE) $41 FDELETE Delete a file (And don't change your mind later) $42 FSEEK Allows access from any point in the file. $43 FATTRIB Change file attributes (read only etc.) $45 FDUP Get a handle number for a device (watch out!) $46 FFORCE Should be able to force a change of input or output. Don't know of anyone having used this succesfully. $47 DGETPATH Returns the current pathname (max 64 bytes) $48 MALLOC Returns either avail memory(-1) or reserves it $49 MFREE Releases memory reserved with MALLOC. Make sure you have the address correct. $4A MSHRINK When loading a program, the system reserves ALL avail. memory. To release some of this (you may not be the only thing running), use the MSHRINK function. $4B PEXEC Allows one program to call and run another (chaining) $4C PTERM Terminate program. Releases not only the programs own memory (and zeroes it) but also any and all memory that may have been reserved from the program. $4E FSFIRST Search for a given filename on the disk. (If you use *.*, will find the first name on the disk. $4F FSNEXT Gets the next matching filename. $56 FRENAME Rename a file from .... to .... $57 FDATIME Get or set the time/date of file creation/update. QUICK REFERENCE CHART TO BIOS (Basic Input/Output System) (trap #13) 00 GETMPB Gives a list of pointers to another list of pointers which show what memory is reserved where. 01 BCONSTAT Returns the status of a device (e.g keyb. RS 232 etc.) 02 CONIN Gets a char. from an input device 03 BCONOUT Outputs a char. to an output device. 04 RWABS Allows reading any number of sectors from disk. 05 SETEXEC Change an exception vector to point somewhere else. You better have something valid where it points! 06 TICKAL Returns the number of milliseconds between system timer calls. (No, I don't know what use this is) 07 GETBPB Returns the (reworked) boot sector information 08 BCOSTAT Get the status of an output device. 09 MEDIACH Returns whether the disk was/maybe/was not changed 0A DRVMAP Returns a bit map of available drives 0B KBSHIFT -1 returns the current setting of the special keys Also can be used to set these (Alt,Shifts,Control, Caps lock, r and L mouse buttons) You may notice that a lot of these calls (and some of the XBIOS ones) mirror the Gemdos ones. This is because Gemdos, which is the interface between user and operating system) calls these functions in its turn. The BIOS and XBIOS can be thought of as the interface between GEM and the actual machine itself. THE XBIOS (Extended BIOS) CALLS (Trap #14) $00 INITMOUS Sets up the way the mouse movements are read $01 SSBRK Simply points to an RTS. Forget it. $02 PHYSBASE Returns address of the screen being displayed. $03 LOGBASE Returns address of screen being written to. Normally these would be the same, but it is possible to display one screen, while drawing/redrawing another and then change over. $04 GETREZ Returns current resolution (0=low 1=med 2=high) $05 SETSCREEN Allows setting of any or all of the following: resolution, physbase, logbase. Beware: when you change the resolution, GEM stays as it was! $06 SETPALETTE Allows setting of a new color palette. $07 SETCOLOR Allows changing of just one color. $08 FLOPRD Access a disk by side/track/sector. $09 FLOPWR Write to the disk as above $0A FLOPFMT Format a track on the disk. Lots of parameters. $0C MIDIWS Output a whole string through the midi port $0D MFPINT Initialise one of the MFP interrupts $0E IOREC Get pointer to a buffer param block $0F RSCONF Sets the RS 232 parameters. $10 KEYTBL Point to a new keyboard layout. $11 RANDOM Returns a random number (16 million possibles) $12 PROTOBT Create a disk boot sector (read up on it first) $13 FLOPVER Verify (after formatting)  $14 SCRDMP Dumps current screen to printer $15 CURSCONF Set cursor params (show/hide/flash/steady/flash rate) $16 SETTIME Sets both the time and date in the keyboard chip. $17 GETTIME Gets time/date from the keyboard processor $18 BIOSKEYS Resets the keyboard table (see KEYTBL) $19 IKBDWS Send commands to the (intelligent) keyboard $1A JDISINT Disable one of the MFP interrupts $1B JENABINT Enable one of the MFP interrupts $1C GIACCESS Allows access to the sound chip registers $1D OFFGIBIT Bits of port A can be reset with this command $1E ONGIBIT Set bits in port A (set=one=ON, reset=0=OFF) $1F XBTIMER Set up one of the timers. $20 DOSOUND Get/set pointer to string of sound commands $21 SETPRT Set/get printer configuration $22 KBDVBASE Pointer to a list of pointers for devices $23 KBRATE Set/get keyboard delay and repeat rate $24 PRTBLK Output screen to printer with many options. $25 WVBL Wait for Vertical blank. Returns when vbl occurs $26 SUPEXEC A different way to get into Supervisor mode. $27 PUNTAES Not valid in TOS in ROM That just about sums it up. I may expand this further in future, if people ask me, but without being asked I certainly will not. For any information more specific than this, I suggest you buy the relevant books. Well, hope it is of use to somebody somewhere. Will Visser. DEATH BRINGER Transferred from Amiga to ST by Sewer Possum. Thanks to Pirasoft/ACU for the original DOC. Edited and corrected by Sewer Rat. THE STORY Two hundred years ago, the evil wizard Azazael challenged Zator the Mighty to a duel for control of the land of Mezron. Azazael was a very powerful sorcerer and was sure he had the upper hand. But there was a secret he didn't know: Zator had in his possession five magical gems. Each of these gems offered great power to whoever wielded it; but when brought together, the gems bestowed on their holder powers beyond all mortal comprehension. Azazael found himself in the midst of the most ferocious and desperate battle of his wicked career. For three days they fought, both suffering grievous injuries. On the third day Zator, with a grim smile of triumph, called upon the power of the gems. Azazael screamed in fury and fear when he realized he had lost. The lightning bolts from the gems repelled all his magic and sapped all his strength until, with one blinding flash, the wizard lay dead. Once he had recovered from his wounds, Zator settled in the ancient royal palace in the fair city of Secnar. Under his rule, the entire realm of Mezron prospered and the people were happy. After many years, when Zator knew his life was nearing its end, he realized that the power of the gems he held was too great to fall into evil hands. So, he called for five of his most trusted warriors, speaking with each one in secret. He gave each man one of the wonderful gems and instructed him to hide it in the most inaccessible place he could find. The men were to tell no one (not even Zator) where they hid the gems. Four of the warriors travelled far and wide and had many adventures before they found hiding places for the precious gems they carried. The fifth warrior believed that at least one gem should stay in the royal palace, as sort of talisman for the kingdom. He braved the dank depths of the castle's dungeons to find a secret place for the gem until he came face-to-face with a hideous lich. The lich attacked and the ensuing battle was dreadful. For a time the warrior prevailed, as he still had possession of the magical gem. But as he fought, the gem fell out of his cloak and rolled across the moldy floor. The lich saw this and knew its chance had come. In a few seconds, the fearless warrior lay dead on the cold stone floor, and the gleeful lich took possession of the gem. * * * * * * * * * * * * * * * * * * The kings who rose up in the decades after Zator's death were not as wise or mighty as he, and Mezron eventually fell into a state of decay. Finally, King Rohan took over the throne and began efforts to restore the kingdom to its former glory. But there were evil forces at work in Mezaron, and the worst of these was the cult of Azazael. These necromancers worshipped the memory of the wicked wizard and were constant in their efforts to revive their long-dead idol. *//////////////////////////////// 1 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* One dark day, King Rohan received news that Azazael had been re-animated and was waging a campaign of terror unequaled in the history of Mezron. The DeathBringer, as Azazael was known as, was searching the land for the five gems of Zator. Once he had the gems, the DeathBringer would be undefeatable. Realizing that the only hope for the land of Mezron was to prevent Azazael from possessing the gems, Rohan sent out a decree offering great honor and reward for the hero who could find the gems and bring them to Secnar. You, a barbarian warrior from the far north, arrive at the palace in Secnar to offer your services to King Rohan. Along the way, you were ambushed by bandits and have arrived weaponless and empty-handed, but full of determination to make a name for yourself in Mezron. King Rohan grants you an audience and tells you that each of the five gems is held by a powerful creature. Azazael knows no more than you do about where these creatures can be found, so you do have a chance to get the gems before he does. The king gives you a dagger, a lantern, a healing potion, and a loaf of bread and bids you to return to him with the five gems of Zator. THE GAME You need a mouse and one disk drive to play DeathBringer. The game does not use a joystick or a second drive. Note: Format a blank disk for saving games before loading DeathBringer. STARTING THE GAME You begin the game in the throne room of the Castle of Secnar. King Rohan himself gives you your quest. When he has finished speaking, you may begin your quest. *//////////////////////////////// 2 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* MAIN MENU SCREEN In these instructions, when you're told to "click," press once on the left mouse button (unless you are told specifically to click the right button). The Action Screen displays the game's graphics. The Message Window shows any communications from characters you meet, and any other game messages. The Commands Screen displays all the possible interactions you can have with the game. The up and down arrows directly to the right of the Commands Screen let you scroll the screen up and down when there is more text to see. The four arrow icons at the far right of the Commands Screen are for moving around in the game. Click the up and down arrows to move forward and back. Click the left and right arrows to turn left or right (you can also move using the arrow keys on the computer's keyboard). The six icons at the left of the Commands Screen are the Compass and the Menu icons. In the center of the top row is the Compass (N), which lets you see which direction you're heading at all times. Click on the Menu Icons to select the menu you want to use. The menus are: Combat (sword); Potions (bottle); Fitness (heart); Commands (C); and Spells (scroll). Note: You can also use keyboard commands to access the menus: Comabat Menu F1 Potions Menu F2 Fitness Menu F3 Commands Menu F4 Spells Menu F5 *//////////////////////////////// 3 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* Combat Menu - Click the sword icon. This presents a list of the weapons you have available. To do battle with a creature you see, click on the name of the weapon you want to use, then click on the picture of the creature you want to fight. Each time you click on the creature, you strike it with your weapon (it will fight back, of course). Keep clicking until it is dead (if you want to retreat, select RUN from the Commands Menu). When you defeat a creature, you can collect any items it was carrying (see The Inventory Screen, page 6). Caution: Weapons will break during use, so it's always good to have a backup weapon handy. If you fight with a person or creature who is accompanied by others, they will all join the battle against you. Potions Menu - Click the bottle icon. This presents a list of the potions you're carrying. To use a potion, click on the potion's name. Some potion bottles contain more than one dose; click on these several times to imbibe the contents. When a bottle is empty, its name disappears from the menu. Some potions have time-limited effects; those limits are noted in real time. Healing improves your health. Strength improves your strength (for two minutes). Poison decreases your health. Poison potions are often disguised as Healing potions. But poison comes in black bottles. Invulnerability builds up your armor (for two minutes). Extra Healing improves your health twice as much as regular Healing potions. Stamina increases your stamina. Fitness Menu - Click the heart icon. This brings up a display of your physical status: health, stamina, and strength. Health shows how much "life" is in you; if it goes to zero, you die. Health decreases when you're attacked or drink poison. Drink a healing potion or buy healing from a cleric to restore your health. Stamina reflects your reactions and ability to move (in other words, your "speed"). Stamina decreases over time, and can be increased by eating fresh food or drinking a stamina potion. Strength determines how effective you are at wielding weapons in combat. Strength decreases as you wander around and when you do battle (even if you aren't hit). Increase strength by eating fresh food or drinking a strength potion. *//////////////////////////////// 4 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* The Fitness Menu also lets you see if there are objects or characters in your vicinity. Indicators light up next to the word OBJECTS or CHARACTERS, and point in the direction the objects or characters are located. For example, if there are objects or characters to your right, the indicator looks like >> . Commands Menu - Click on the C. This brings up a list of commands. Click on the name of a command to use it. OPEN/CLOSE Click here to open (or close) an unlocked door. LOCK/UNLOCK Click here to lock (or unlock) a closed door. TALK Click here, then on the character onscreen. Messages will appear in the Message Window. RUN Click here to backtrack your last few steps (if you come up against a locked door, you'll stop). BUY ALE When you're in an inn, click here to buy ale from the barman. This refreshes your stamina. HEALING Click here to buy healing from a cleric; this restores health. TELEPORT If you have the right item, click here to teleport to the safety of an inn from anywhere in Mezron. SAVE/LOAD Click here to save a game or load a saved game (be sure to have a formatted disk ready for saving games). Follow the prompts. You can save only 1 game on a save-game disk. Spells Menu - Click on the scroll (spells are written on parchment scrolls). This brings up a list of the spells you have available. To use a spell, click on its name. Once a spell has been used, its name disappears from the menu. Some spells have time-limited effects; those limits are noted in real time. Fireball causes damage to all creatures in your location. Poison Cloud causes damage to all creatures in your location, including yourself! Shield builds up your armor. Light illuminates a dark room for two minutes. Strength adds points to your strength for two minutes. Firestrike causes heavy damage to all creatures in your location. Death kills one creature in your location (selected randomly). *//////////////////////////////// 5 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* THE INVENTORY SCREEN Click the right mouse button to call up the Inventory Screen. This screen shows an illustration of a barbarian warrior (that's you). If you have previously selected a weapon to use from the Command Menu, that weapon is displayed in the lower corner of the screen. The Inventory Screen has two bars at the top, titled YOU and HERE. Click on one of these titles (left button) to pull down an inventory window. The YOU window shows icons representing the items you are carrying. The HERE window shows icons representing items in your current location. Up and down arrows at the right of the windows let you scroll the screen up and down when there are more items to see. Click on the title again to close the window. The name of any item you click on is shown at the bottom of the screen. Collect items by transferring them from HERE to YOU. Drop items by transferring them from YOU to HERE. Drag items to transfer them from one window to the other. Click on an item and hold down the mouse button to drag the item from window to window. At the right side of the screen is an icon for gold. When you possess any gold, a number next to this icon shows how many pieces you have (each "bag" of gold you collect represents one gold piece). When you collect genuine gems (other than Gems of Zator), their value is automatically converted to gold. As you collect Gems of Zator, icons representing those Gems appear beneath the gold icon. To eat, drag the food icon over the mouth of the figure at the left of the screen. To wear an item of armor, drag the selected icon over the figure. When you defeat a creature in battle, the HERE window will depict its dead body. To search the body for treasure, double-click on it. Anything that creature was carrying will then show up in the HERE window. Weights - You can carry up to 40 units of weight. This is important when deciding which items to collect and which to leave behind. Bags and chests make it possible for you to carry more weight. A bag can carry up to 3 units, but it still only weighs 1 unit! A chest (which weighs 10 units) can hold up to 10 units without increasing its weight. A magic spell book holds up to 7 scrolls and always weighs 1 unit. *//////////////////////////////// 6 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* Open these containers by double-clicking on them (the title above the window changes to BAG, CHEST, or SPELLS). Drag items to move them in or out of the containers. Click on the title to close a container. Exit the Inventory Screen - Click the right mouse button to exit. If you are inside a building, forest, etc., this action takes you back to the Main Screen. If you are outdoors, you go directly to the Map Screen. TABLE OF WEIGHTS The chart below shows some of the items you can find and their weights. The weapons are listed in order of their effectiveness, from most powerful, to least powerful. Weapons Other Items Wand.................. 1 Bag.................. 1 Magic Halberd......... 10 Chest................ 10 Magic Sword........... 4 Magic Book........... 1 Magic Longsword....... 6 Lantern.............. 1 Longsword............. 6 Food................. 1 Halberd............... 10 Scrolls.............. 1 Magic Mace............ 4 Gold................. 0 Magic Shortsword...... 5 Gems................. 0 Magic Rapier.......... 6 Armor (if worn)...... 0 Mace.................. 4 Potions........1, 2 or 3 Shortsword............ 5 (depends on how many doses) Rapier................ 6 Ritual Dagger......... 1 Magic Dagger.......... 2 Dagger................ 2 Scimitar.............. 10 THE MAP SCREEN This screen shows you a map of Mezron. Your location is marked by a cross (+). You can't move around on this screen, but it's very useful for determining which direction you want to travel. To exit the Map Screen, click the right mouse button. This takes you back to the Main Screen. *//////////////////////////////// 7 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* LOCATIONS To complete your quest, you must travel throughout the land of Mezron. All these locations appear on the game's Map Screen (except the Labyrinth, which is visible only when you approach it). You have to explore most of them to discover which is which, since their names are not announced when you enter. Palace of Secnar - The royal palace, this is the residence of King Rohan and his courtiers, as well as of many dark and mysterious creatures. Inns - These are friendly places where a weary traveler can find conversation and refreshment. Cottages - Four little cottages house enemies of the DeathBringer. Caves of Doom - A legendary race of dwarves lives and mines gold in the depths of these caverns. It is rumored that a hideous, violent rock monster, created by the DeathBringer, also lurks here. Forest of Light Elves - This forest is the haven of the elven race. They, too, are at war with Azazael, and they may be able to help you in your quest for the gems. But be cautious, since their goals are not the same as yours. Forest of Dark Elves - Beware! The elves who live here are always on the alert, prepared to attack all who enter. Forest of Doom - Residents of Mezron avoid this foreboding lair, since the gnome inhabitants engage in bizarre rituals that often include human sacrifice. Assassins' Lair - This gloomy hideout is said to be in one of Mezron's cool, green forests. Members of this secret society are recognizable by their green clothing and poisoned weapons. They are in league with the DeathBringer himself. Assassins' Outpost - Deep in this forest, a group of assassins is plotting to invade the Royal Palace and poison King Rohan and all who are with him. Labyrinth - This dangerous maze is invisible on the Map Screen, but you'll see it if you approach its gates. The labyrinth is the lair of the evil Meduasal those who gaze upon her countenance turn to stone. Minotaurs stand guard to keep intruders from Medusa's main treasure room. *///////////////////////////////// 8 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* Temple of Set - The followers of the snake god, Set, practice their forbidden rituals here. They practice human sacrifice and are thoroughly evil. The high priestess can transform herself into a demon to devour her enemies. Tower of Lord Thull - In days long past, Lord Thull was King Rohan's best knight; but he plotted to usurp the throne, and was banished to this dark tower. Tower of the Ghost - A mysterious wraith dwells in this tower. He attempts to lure unwary travellers into a bizarre quest for his remains. Towe of the Demon Master - The conjuror who lives here has the power to summon demons from the pits of Hell (or so the story goes). Tower of the Necromancer - This is the dwelling place of the high priest of the cult of Azazael. Legend says that everytime this priest is killed, he rises again to take revenge on his enemies. HINTS FOR GAMEPLAY Your goal is to find the gems of Zator and return them to King Rohan in the Palace at Secnar. This is the only way to defeat the forces of Azazael the DeathBringer. Keep a map of the land of Mezron and the floorplans of each location you visit. The game's Map Screen gives you a good overview, but does not include details you need in order to complete your quest. A great place to start your explorations is in the palace itself, since there are many people and creatures there who can give you extremely valuable information about your quest. Don't attack anyone unless he has an item you need and won't give it to you any other way. Naturally, if someone starts attacking you, you won't gain anything by trying to engage him in conversation. There are certain items you must possess in order to defeat each of the creatures that holds a gem. Note: If you die, it is necessary to reload the game. Be sure to save often. TRILOGY PRESENTS ~~~~~~~~~~~~~~~~~ Lords of the Rising Sun Documents Typed by Wai Chan of Trilogy CALL OUR HQ AT 305-558-9137 ALSO CALL WOW HQ AT 718-234-3659 AND 718-259-9661 DOCS transferred from Amiga to ST by Sewer Possum. Thanks to Pirasoft/ACU for the original DOC. Edited and corrected for ST use by Sewer Rat. Lords of the Rising Sun is based on the Gempei War in 12th century Japan. The object of the game is to capture all the castles and become Shogun. You cannot capture the Imperial Palace at Kyoto, nor any of the monasteries. BACKUP COPIES Make a Backup of Reel 2. Play with copy and store the original in a safe place. CAUTION: Do not write protect Reel 2; games are saved to thie disk. If the disk is write protected when you try to save a game, th game you're saving will be lost! HARD DISK INSTALLATION You can install Lords of the Rising Sun on your hard disk. There is a file, STARTLORDS, in the S directory on Reel 1 that explains the procedure. GETTING STARTED The length of time it takes to load Lords of the Rising Sun depends on the amount of memory in your computer. The more memory you have, the longer the loading time. This is because the game takes advantage of larger amounts of memory, effectively creating a RAM disk. Bypass the title by pressing the left mouse button. This takes you to the Player Selection Screen. This screen shows you the faces of the two Minamoto Brothers. Yoritomo is on the left and Yoshitsune is on the right. Slide the mouse left to highlight Yoritomo's name, right to highlight Yoshitsune's name. Once the name of the brother you want to become is highlighted, press the left mouse button to select him. NOTE: To play a strictly strategic game, select Yoshitsune. Since he is the better warrior, you won't be required to participate in the arcade sequences (although you may do so if you wish). The game takes you to the "front yard" of your home castle. The cursor is in the shape of a folded war fan. Move the cursor over the banner at the left of the screen and your options appear at the bottom od the screen (this banner will be your menu throughout the game). Press the left mouse button when you see the option you want to select. If this is your first time to play Lords of the Rising Sun, select ENTER HOME. NOTE: Any time you see the message TOUCH SWORD HILT TO CONTINUE, press either mouse button. Inside your home castle is a council room. At the left of the room is your banner. The five banners on the center wall are replicas of the banners of the generals in the war. The first banner on the left is your brother's banner. Next to that is the Taira banner. The other three banners represent the Ronin. A seppuku (suicide) sword is to your left, under the banners, and threee shiriken (throwing stars) are on the table beside you. When you move the cursor over the sword, you have the option to COMMIT SEPPUKU. The shiriken represent the number of ninja assassins you have available for hire. Move the cursor over one of the banners on the wall to select an enemy to assassinate. NOTE: Assassination is not an honorable act; if it fails, your only recourse is seppuku. The more experienced a general you are, the more likely you will suceed at eliminating your enemies this way. When you exit your home castle and PREPARE TO MARCH, you go to the Map Screen. MAP SCREEN The Map Screen displays a map of 12th century Japan (similar to the map at the center of your manual). The cursor is in the shape of a Samurai sword. On the map are castles, monasteries, towns, ports, and movable armies. At the bottom of the Map Screen is a window that displays game messages that relate to your generals. When a message concerning an encounter appears, you have approximately the seconds to get involved; otherwise, the game continues without your intervention (see Encounter Screen). The exception to this is your character (Yoritomo or Yoshitsune); he won't make any decision without your intervention. When your charcter has an encounter, you automatically go to the Encounter Screen. The messages are color-coded to help you keep track of whether or not they're strategically important to you. WHITE indicates arrival messages (YORITOMO ARRIVES AT EDO). YELLOW informs you of encounters (YOSHITSUNE ENCOUNTER). RED lets you know a conflict is underway (OSAKA BESEIGED). ORANGE indicates a city or castle has been taken by one of your generals (MIURA TAKES OSAKA) BLUE are messages of death or defeat (MORI HAS BEEN KILLED). GREEN lets you know about the victories (NORIYORI VICTORIOUS). PURPLE describes action by general outside of your control (SATSUMA FORMS ARMY). Click and hold on a crane's head (on either side of the Message Window) to scroll the map left or right. While the screen is scrolling , all movement and timne passage on the map is halted. Keep an eye on the activity at the left end of the map, since that is the territory of Taira Clan. Time is in motion only when you're in the Map Screen. As the seasons change , so does the secenery (on the map and in the the Encounter Screens). KEYBOARD COMMANDS There are three keyboard commands available from the Map Screens. Up and Down arrow keys can be used to center the map on the screen if it isn't centerd. S - This forces a summer display on the map, reguardless of the season of the year. The seasons still change, but you won't see the changes on the map. Use this if you perfer the visual effect of the summer map over the seasonally changing map. Press S again to return to normally changing seasons. A - This speeds up the movement of time on the Map Screen. Press A again to go back to normal time. Normal time is automatically resumed whenever a message appears in the Message Window. ESC - This pauses the game and brings up an option screen with five selections. PRESERVE HISTORY - Click on this to save a game in progress to Reel 2. You must reboot to play again. CONTINUE THE FIGHT - Click on this selection to resume gameplay. LAUNCH A REBELLION - Click on this to start a new game. If you make this selection , you can't change your mind and load a previously-saved game without rebooting. RESTORE HISTORY - This selection is only available when you first boot the game and a game is saved on Reel 2. Click on this to reload the saved game (the game is reoved from Reel 2 when you load it, so be sure to save again before you quit playing). END THE REBELLION - Click on this to quit the game. BANNERS Each army is represented by a general carrying a banner. YThe colors on the banners illustrate the loyalties of the generals. Black banners with white markings are Yoritomo's men (Black Minamoto); red banners are Taira Clansmen; and grey banners are Ronin (independent generals who owe allegiance to no one). A gold top on a banner indicates Yoritomo, Yoshitsune, or the Taira leader. The dots on the Ronin generals' banners indictaes the armies thy are friendly toward. Black dots indicate Yoritomo's friends; white dots demonstrate leanings toward Yoshitsune; and re dots show a Taira affiliation. STARTING POSITONS FOR ALL THE ARMIES The generals take up their positions at the beginning of each new game as indicated below. BLACK MINAMOTO BLACK RONIN Yoritomo at Kamakura Shizuka at Kagoshima Miura at Mito Hojo at Gifu Yoshinaka at Maebashi WHITE MINAMOTO WHITE RONIN Yoshitsune at Sendai Fujiwara at Moriaka Satake at Akita Tsunemori at Tokushima Noriyori at Yonezawa RED TAIRA RED RONIN Kiyomori at Osaka Ashikaga at Hiroshima Munemori at Nagoya Takeda at Kumamoto Mori at Shimonoseki Tomomori at Himeji Shigehira at Matsue Tandanori at Okayama Shigemori at Kochi GATHER INFORMATION Place the cursor over a location or general and press the right mouse button . An information Box pops up. The left of the Box shows the selcted area of the map. The right od the box shows the name of the castle, town, monastery, or general in that area. Between tha bars is a picture of the castle, town, monastery, or general. A flag above the picture lets you see whether Yoritomo, Yoshitsune, the Taira, or the Ronins owns the loaction or commands the army. The bars show the strength (health and supplies) and troop quantity for the indicated general or location. Place the cursor over the name in the right of the box and press the left mouse button to see if mpre than person is in a location. Keep clicking until you see all the information. If you want to go back to the map activity, move the cursor off the box and press the left mouse button. You may participate directly in any one of your generals' activities. To get involved in an encounter or conduct a troop review, se;ect one of your generals. When the information Box pops up, click on the general's picture (between the MEN and STRENGTH bars) to see the Encounter Screen. MOVEMENT To move an army under your control, place the cursor over its general and press the left mouse button. Hold the button down, drag the general to the desired location, then release the button. You must move your general along a road to a location adjacent to his current position. If the general is at a location that has a port, you can move him to other port locations. When a general goes to sea, his banner changes to a sail and you see him traveling by boat. Once a man is on the road or on the sea, you can't change his direction; his course is set. You don't have to wait for one of your generals to finish his move before moving another man. You can have all your generals on the road at once, if you like. If you have two generals in one location and you want to move a particular one, select the information Box. Click on the generals' names until you see the one you want to move. Then, move the cursor to the general and move him; only the general you selected in the information Box will move. Strength is depleted as you travel. Water travel is alot faster than land travel, so travel by water whenever possible. ENCOUNTER SCREEN Messages in the Message Window and flashing banners on the map indicate encounters. An encounter in this instance can be abything from simply greeting another general to engaging in battle. If more than one of your generals is in the same location, all their forces will be combined in the ensuing encounter. Remember, there is safety in numbers. Use the information Box to select the general you wish to be the leader. From this screen you can make several strategic decisions, depending on the circumstances. The cursor is in the shape of a folded war fan. Move the cursor over the banner at the left of the screen, and text describing your options appears at the bottom of the screen. Press the left mouse button when you see the action you want to perform. Not all the Encounter Screen selections described are available in every situation. The selections you have depend on the circumstances of the encounter. REVIEW TROOPS This selection lets you get a visual image of your troops; the number of soldiers onscreen is the actual number of soldiers in your army. If there are 90 soldiers onscreen, your army numbers 90 or more. Move the cursor to a point just beneath the general's figure, and a message at the bottom of the screen says TROOP STRENGTH. Press the left mouse button and watch the general's arm; he waves it from one to five times to indicate the strength of your troop (one is low, five is high). If more than one general is in the area, you can select NEXT GENERAL to review all your troops in the vicinity. You can also TRANSFER SKILLS. TRANSFER SKILLS lets you take sword, archery, and sieging skills from one general and give them to another. When you select this option, two generals' names appear at the top of the screen, and both their armies are displayed. If more than two generals are in the area, you can select NEXT GENERATION and transfer skills between three or more of your men. To make the transfer, move the cursor to a skill on the banner of the general you want take skills from, and click either mouse button. Each time you click, one skill point is transferred to the opposite general. The level of skills you can give a general is limited by the level of the most highly-skilled general general involved in the in transfer. EXAMPLE: You are transferring sword skills from Miura to Yoritomo. Yoritomo has a level of two and Miura has a level of four. You can only transfer two skill points from Miura to Yoritomo, giving him a level of four. You can't give Yoritomo five skill points, since your highest-skilled general (Miura) only has four to start with. Since the skills of the general leading a battle or siege are the vital ones to the sucess of the endeavor, transferring skills is a good way to ensure that your top general has every advantage. You can also use this option when one of your subordinate generals is gaining more skill than you and you fear he may be ready to leave your service and become a Ronin. NOTE: You can't transfer Imperial Regalia from one general to another. FORM ALLIANCE This selectionlets you attempt to make an ally of an encountered general. If he accepts, his banner colors change to yours and he is under your command. He may refuse, with or without hostility. DEMAND SURRENDER When you approach an occupied castle, you can demand a surrender. If your forces appear appear fearsome enough, you may suceed in this effort. NOTE: Taira castles never surrender. ENGAGE IN BATTLE Make this selection and a view of the battlefield appears onscreen. Your troops are arrayed against the enemy; the generals are on horseback. To start the battle, click once on your general (if you have good archery skills) or move your troops into position. The cursor is in the shape of an arrow; this controls your archers. Press the left mouse button to draw the archers toward the cursor; press the right button to push them away from it. Press both mouse buttons together and the cursor changes to a sword; now you can control the swordsmen with the left and right mouse buttons. If the battle looks grim, you can retreat. To do this, click on your general. Retreating lowers leadership ability. If your opponent decides to retreat, you win the battle. The enemy general blows this battle horn to call his troops. If you wish to pursue them, click on the enemy general. HORSEBACK PURSUIT As you gallop along on your horse, carefully avoiding rocks, bushes, and trees, you overtake the fleeing enemy foot-soldiers. Press the right mouse button to hack soldiers to your right and the left button to slash to the left. You can kill soldiers by running over them with your horse, but the horse may get spooked and throw you. If you do away with enough foot-soldiers, you catch up with the general himself. Kill him with your great honor, or lose dignity and leadership ability (as well as risking great injury) by running him down with your horse. PREPARE TO MARCH This selection mobilizes your troops and takes you back to the Map Screen. CONTINUE MARCH This selection takes you back to the Map Screen, unless you encountered a surly general who wants to fight. In that case, you can't leave until you do battle with him. TAKE CITY This selection lets you muster your troops and forcibly take over a city. SEIGE CASTLE This selection gives you the chance to break through a castle's defenses and takeit over. You begin at the gates of the castle and have to hack your way through the heavy wooden doors with your sword. The left mouse button controls swordplay and the right button lets you shoot arrows. The speed of the sun at the top of the screen is the key to how much time you have to succeed. Each time you're hit by an enemy sword or shot by an enemy arrow, the sun moves more quickly. The sun will rise, then set. When the sun finally sets, your time is up. The more men in your army, the more time you have to take over the castle. To take the castle, invade the Keep and eliminate the main guard (look for a helmet with a yellow symbol). The path to the Keep is identified by the gray stones that outline it. Push the mouse to move north, south, east, or west (you cannot move diagonally). You only need to press once to walk continuosly in the selected direction. To change directions, move the mouse in the direction you want to go to. To stop, nudge the mouse in the opposite direction to the one you're heading. Keep mouse movements very small. Stay out of the water or you will lose all your siege time and your army will suffer heavy casualties as a result. Only hack through wooden doors listen to the sounds your sword makes as you chop; if it sounds like metal on metal, you can't get through. Some of the more difficult castles may have secret passages. Bold experimentation is the only way to discover these places. One of the Taira castles harbors a kidnapped Princess (the emperor's daughter). A message lets you know if you're sieging the castle where she is imprisoned. If you want to rescue her, find her before you invade the Keep, or the Taira will move her to another location. They will also move her if you let her get injured in the escape attempt. NOTE: If Yoshitsune is your character, you must play the siege interactively in order to rescue the Princess. RESUPPLYING As troops travel over the map, strength is depleted. In battle, soldiers are often lost. Strength can be replenished at friendly castles, monasteries, and towns. Men can be acquired only at castles flying your banner. To resupply, let your general rest awhile at the selected location. BESIEGED When your castle is beseiged, you stand in a window and shoot arrows at the invaders. A yellow dot gives you a focus point for yor aim. Hold down the left mouse button to fit an arrow to your bow; release the button to fire the arrow. The number of enemy soldiers you kill this way reduces the number your samurai warriors have to defeat in the battle going on (out of your view) in the courtyard below. NINJA ATTACK Be on the alert for attacks by ninja assassins. Your enemies may hire these killers to sneak up on you when you least expect it. Control your sword with mouse to block the ninja's shiriken attack. IMPERIAL REGALIA Possession of any of these four royal items increases your leadership ability. The Shrine of Hachiman is in Kamakura (Yoritomo always begins the game with this item in his possession, since Kamakura is his home castle). You have to search for the Sacred Scroll, the Sacred Sword, and the Princess. SEPPUKU This is the honorable way to lose the war. If you know there is no hope, you can retire to your home castle and end it all. If a ninja assassin you hired is caught, he may "squeal," forcing you to commit seppuku to save your honor. In this case, the suicide is automatic you can't go home. SKILLS & RATINGS High skill levels improve your performance in several areas. But, your challenges are tougher when your skills are higher. Skill levels also affect your ratings at the end of the game. Levels are numbered from 0 to 5 and are illustrated on your generals' banners. SWORD SKILLS - Better sword skills improve your army's swordfighting ability in battle. Increase or decrease your sword skills in the Horseback Pursuit. ARCHERY SKILLS - Better archery skills improve your archer's performance in battle. Increase or decrease your archery skills in the Besieged sequence. SIEGING SKILLS - Better sieging abilities improve your ability to take over towns and castles. Increase or decrease sieging skills by sieging castles. LEADERSHIP SKILLS - Better leadership abilities improve your abilities to lead armies in battle and to amke alliances. Increase or decrease leadership skills in battle. ENDING THE GAME If you capture all 19 castles, you win the game. If you die, you lose the game. Either way, you will see a screen showing your rating and depictions of the battles you fought. There are 25 possible ratings; they depend on the levels of battle skills and leadership abilities that you built up during the game, as well as how many pieces of the Imperial Regalia you collected. Your rating is shown as one of five symbols. PEASANT RECRUIT SOLDIER GENERAL MASTER The color the symbol appers in signifies the level of your title. The levels, from lowest to highest, are: Blue, Purple, Red, Silver (Gray), Gold (Yellow). MOUSE COMMANDS Below is a quick reference to using the mouse when playing Lords of the Rising Sun. MAP Left button on cranes' heads: Scroll left or right Left button on your army: Give orders to move Right button on your army/castle: Bring up Information Box Left button on your general in Information Box: Participate as the general Left button on names in Information Box: Changes names in window BAMBOO TEXT MESSAGE Either button: Continue REVIEW TROOPS Left button: Choose an option IN YOUR HOME CASTLE Left button: Choose an option HORSEBACK PURSUIT Left button: Swing sword to left side Right button: Swing sword to right side BESIEGED Left button: Press and hold to load arrow; release button to fire SIEGE Left button: Swing sword Right button: Shoot arrow NINJA ATTACK Left button: ??? BATTLE Left button: Attract men toward the cursor Right button: Repel men from the cursor Both buttons together: Alternate between archer and samurai cursor Left button on general: First horn--attack; second horn--retreat Left button on enemy general: After he calls retreat, follow on horseback OPTION SCREEN Left button: Choose option Ok you all this is the whole Player's guide to Lords of the Rising Sun! It took me a long time to type it up so anyone who takes my name (Wai Chan) off of this doc. will feel the wraith of me!! Also I would like to greet the following friends of mine's: The Guardian, Mr.Unique, Terramax, Rokman, The Young One, Puppet Master, The Agnostic, Waremonger, Bigfoot, The Ace, Mixo-Plex, Night Raven, Gigolo, Molasar, Prince of Darkness, The Jester, Speedy Dennis, The Amigist and to all I forgot too!!! Later you all- Wai Chan/Trilogy MAYDAY SQUAD ************ Transferred from Amiga to ST by POSSUM. Edited and corrected by RAT. Thanks to Pirasoft/ACU for the original Amiga DOC. INTRODUCTION ------------ When the diplomats are done talking, when the world's armies and navies can only impotently rattle their nuclear sabres, there's only one thing to do. The governments of the Free World turn to the highly trained men (and women) of the Mayday Squad. The Mayday Squad, established by the United Nations Security Council to directly meet the menace of international terrorism, is composed of three- men teams of commandos. While all team members share certain qualities, including a high level of athletic ability, courage and tenacity, each also possesses specialized skills. By effectively blending their areas of expertise, the Mayday Squad succeeds where the mass might of mega-powers falls short. This computer game is the story of one of the Mayday Squad's most perilous missions. The player takes command of the three-man Mayday Squad, which must force its way into what remains of the Lutonian Embassy. Somewhere inside the building, the teenage daughter of the Lutonian Ambassador cowers in a small room. When The Red Legion, a previously unknown band of fanatics, raided and sacked the embassy, she hid in an out-of-the-way room rather than fall into the hands of the international terrorists. Though she is temporarily safe, The Red Legion is combing the three floors of the Lutonian Embassy for hostages and booty. Even if they don't find the girl, the Red Legion has threatened to blow up the Embassy at sundown if their demands are not met. And the Lutonians, a stiff-necked people, have no intention of budging an inch. The Mayday Squad has two missions. A commander may complete either and earn a measure of credit, but only rescuing the Ambassador's daughter and blowing up The Red Legion leaders (before they blow the building and escape via a rooftop helicopter) to earn a Special Commendation and Total Victory Parade. Mayday Squad is a modified first-person perspective game. It mixes quick thinking and blazing combat. In it, the computerist controls a three- person commando team in a life-or-death race against a deadline. The Mayday Squad must assault an embassy captured by a band of international terrorists called The Red Legion. Prior to the actual start of play, the computerist receives a Mission Briefing. An Option Screen allows the player to select three commandos to form the Mayday Squad. Although each character has abilities similar to other commandos of the same type, there are slight individual differences in performance - and, of course, each man and woman has a distinctive physical appearance. The computerist uses the controller (or keyboard) to direct this group of three characters during the mission. The three members of the Mayday Squad, shown from a vantage point just behind the group, advance up halls and corridors, climb and descend staircases, ride elevators, search rooms, hunt for secret doors and stairways and fight the enemy wherever encountered. The computerist controls one member of the squad at a time. A simple command system allows the player to switch control from character to character as the requirements of the mission dictate. The computer guides the actions of the two men not under the player's direct control. Each member of the Mayday Squad possesses special skills which the gamer must take into account during the mission if it is to be a success. Split second decisions about which man to control directly in each situation build tension and excitement in this thrilling action-combat saga. Page 1. LOADING: To load place disk into the drive and switch ON. The program -------- will now load. After a few seconds the title screen will appear. OPTIONS: -------- To select an Option move the mouse to a highlighter category required then press left mouse button. Now select an option within the category by moving mouse left or right. Confirm with left mouse button. To continue press RETURN key. KEYBOARD: --------- Q = UP O = LEFT A = DOWN P = RIGHT SPACE BAR = FIRE Follow screen commands and press Return. SKILL LEVELS: ------------- GREENI - FAIRLY EASY REGULAR - AVERAGE VETERAN - HARD HITS PER MAN ------------ Sets the number of hits a soldier can take before he dies. THIS can be set at 20 Hits 30 Hits 50 Hits NUMBER OF GRENADES ------------------ Sets how much armament the Squad carries into the Embassy. This covers grenades, explosive charges and Ammo. TEAM SELECTION -------------- The Mayday Squad is made up of three experts. A Captain/Leader: The gunner of the Squad. A Communications Expert: For picking locks / using computers etc. A Demolitions Expert: For defusing traps / setting explosives. Select your Team Members in the same way as the Options Menu when you've finished press Return. Press 'Y' / 'N' to verify correct selection. Your Mission Briefing will now follow. THE SCREEN LAYOUT ----------------- TOP LEFT CORNER - Mission clock. TOP MIDDLE - Hit point counters for the Squad. Below Zero is death. TOP RIGHT CORNER - Ammunition gauge BELOW CLOCK - INFORMATION BAR From time to time messages will appear here. BELOW AMMO GAUGE - Compass indicating which compass direction you are facing. Page 2. BOTTOM LEFT PANEL - The Team selection panel 3 circular icons (1) Select Leader for point position. (2) Select Demolition Leader for point position. (3) Select Communications Officer for point position. COMPASS ROSETTE --------------- The highlighted icons are possible directions of travel: The arrow pointing up - Walk forward The arrow pointing Left - Turn 90 degrees Left The arrow pointing Right - Turn 90 degrees Right The arrow pointing down - Turn 180 degrees When the possibility to go up or down is available, extra icons will appear to the left of the Rosette. To PAUSE or for Game Status press RETURN key. COMMUNICATIONS MENU ------------------- RE-LOAD - Re-load gun. LISTENING DEVICE - Used for listening at doors. SONIC LOCKPICK - Used for opening locked doors. USE COMMUNICATOR - Used for Communicating with Base. OPERATE COMPUTER - Gaining information from computers. IR GOGGLES - For better vision in dark rooms. SEARCH - Searches doors and objects for traps. EXIT MENU - Returns to the game. DEMOLITIONS MENU ---------------- RE-LOAD - Re-load gun. THROW GRENADE - Throwing grenades. PLACE EXPLOSIVES - For placing explosives on specific objects. PLACE BOOBY TRAP - For placing booby traps. SET 30 MIN. TIMER - For a 30 min. delayed explosion. BELOW EXPLOSIVES - In rooms in direction you are facing. EXIT MENU - Returns to the game. GAME PLAY --------- To move your Team around the Embassy use the arrow icons to the right screen, to pick the highlighted direction you wish them to travel in, then press the Fire Button. TEAM MEMBERS CHARACTERISTICS ---------------------------- Each member has his/her own personal skills and these will be listed by selecting the appropriate icon on the left and pressing FIRE. The injuries sustained by the Team Members are displayed at the top of the screen as is the time remaining and ammunition left. To PAUSE the game press RETURN. HINTS & TIPS ------------ If you run out of ammo try searching in the Armoury. When you throw a grenade the closer you are to the target the greater the injuries you will receive - SO BEWARE ! GAME OVER happens when the game is completed or your Team dies. --------- . U.. 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F,0p4K88&$ pf8x@P &\|@^'g`HnVZz%f?D>:H`# ? ^f*Π_䁀Dp : @^;P~r0w;b ?!  &/+0`,}| `_㊨?xTJ` 1y{~x{R0@\m\ bg_of ;%.pPgy<++ AMKO?xu0LOMCR,zq@>sC Àl4S5jJo EQUATION BUILDER ================ Ported form Amiga by Sewer Possum. Edited by Sewer Rat. Getting Started: 1. Select the highest number to be used in any one term of an equation. To do this, move the mouse pointer to the Numbers Up To box and click on the left mouse button to change the number. Each time you click on the left mouse button, the number increases by 10, to a maximum of 99. After 99, the number returns to 9. Hint: Set the number to 9 the first time you play the game to make it easier until you learn it. 2. Select the speed at which the Witch lowers herself to the ground in the bucket. To do this, move the mouse pointer to the box labelled Speed in the center of the screen. Click on the left mouse button to select 1, 2, or 3. The slowest speed is 1, and the fastest speed is 3. Hint: Set the speed to 1 the first time you play to give yourself time to learn the game. 3. Select the operations (maths functions) to be used in each equation. To do this, move the mouse pointer to the Operations box. Click on the left mouse button to select either addition or subtraction (+-) or addition, subtraction, multiplication, and division (+-*/). Hint: Set this to addition and subtraction (+-) the first time you play the game to make it easier until you learn it. 4. Once you have made your selections, move the mouse pointer to the Start sign and click on the left mouse button. Playing the Game: Look first at the unfinished floors of the castle. One, two, three, or all four floors of the castle may be unfinished. The gaps you see are the places Bentley must fill in with marble blocks. Look next at the blocks of marble with the operation signs on them to the right of the unfinished equation. These are the blocks Bentley must use to finish the floors. Bentley can use each block as many times as he needs to. Bentley needs you to tell him which blocks to choose. Use the mouse pointer to move Bentley up the ladder to the first floor and to the right, until he is standing over an operation sign. (If you move the mouse slowly, Bentley will move very quickly in step with the mouse movement.) Then click on the left mouse button to get Bentley to pick up the block. If you accidentally select the wrong block, move Bentley over the correct block and click on the left mouse button again. He will then pick up the correct block. Once you have helped Bentley pick up a block, move him back over the equation. Position Bentley over the gap where you think the block belongs. Then click on the left mouse button to drop the block into place. Repeat this process for the second block required to complete the floor. (Note that in problems that include multiplication and division, the order of operations for the equation, from left to right, is multiplication and then division, followed by addition and then subtraction.) If Bentley Bear has placed the blocks incorrectly, both blocks disappear and he must build the floor again. Once Bentley has placed the blocks correctly, move him to the next floor. The current level number is shown at the top of the screen, and the total score is shown at the bottom of the screen. Bentley receives 5 points for each floor he completes. When Bentley has completed the last floor at the current level, he receives 35 points. To show how happy he is, he does a little dance before running up to the top floor where he stores his honey. You can now choose to go on to the next level or to exit to the startup screen. Move the mouse pointer to the proper box and click on the left mouse button. Every time Bentley receives 100 points (in other words, when his score is 100,200,300, and so on), he earns another pot of honey. If the Witch steals all the jewels before Bentley has completed a round of building, Bentley loses a pot of honey. You can choose to try again or to exit to the startup screen. Move the pointer to the proper box and click on the left mouse button. When Bentley Bear has lost his last pot of honey, the game is over. You must then exit to the startup screen, where you can choose to exit the game or to play again. If you choose to exit the game from the startup screen, an icon labelled BENTLEY.PRG will appear on the GEM Desktop. If you wish to restart the game, double-click on the BENTLEY.PRG icon, or click on it once and select the Open option under the File menu. left mouse button. When Bentley Bear has lost his last pot of honey, the game is over. You must then exit to the startup screen, where you can choose to exit the game or to play again. If you choose to exit the game from the startup screen, an icon labelled BENTLEY.PRG will appear on the GEM Desktop. If you wish to restart the game, double-click on the BENTLEY.PRG icon, or click o adjust the gadget to your preference. The LEARNING AIDS dialog also lets you set the speed of the metronome and race car. If you discover during a lesson that either is too fast or slow, just click the left mouse button and select the LEARNING AIDS dialog to change them. - TEACHING STYLE sets up the way Mavis "thinks". You should probably leave this alone until you are more familiar with the program. The choices are self-explanatory. - KEYBOARD DESIGN brings up a dialog with a number of buttons : If BACKSPACE ACTIVE is off, typing the Backspace key will have no effect. This is useful if you are practicing to use an old- fashioned typewriter. DVORAK ON/OFF changes the arrangement of keys to match the efficient Dvorak setup. You may also choose whether one or two spaces appear between sentences. Most people prefer two spaces. Finally, if WORD PROCESSOR mode is chosen, you don't have to type Return at the ends of lines ; a simple space, just like in a word processor, will suffice. Those planning to do their actual typing on a typewriter, however, will find the TYPEWRITER mode more effective. - HOW ARE YOU DOING? posts a second menu with choices that relate to our typing progress. The choices are : - SHOW GRAPHS OF PROGRESS displays your progress charts - SHOW PROFICIENT KEYS displays the keys that you type faster than your goal speed. - CHANGE PERSONAL FILE allows you to update any of your biological information. - CHANGE GOAL SPEED sets the typing speed (adjusted words per minute) Mavis uses as a measure of your progress. - PRINT YOUR REPORT CARD. Get your printer ready! Mavis is going to give you something to brag about to your friends! Results from current and past sessions are printed. - SAVE CURRENT SETTINGS saves the LEARNING AIDS, TEACHING STYLE and KEYBOARD DESIGN settings you have selected. The next time you sign on, the settings will be in effect. - FREE TYPING puts you in the Classroom or Workshop (depending on the "gadgets" settings), but doesn't put up a lesson for you to type. Just let yourself go and type whatever you want. Type the Escape key when you're done. - EXIT THE PROGRAM posts a second menu, with the options QUIT and DELETE A USER. - QUIT concludes the session after saving your typing progress records. - DELETE A USER allows you to remove a typist other than yourself from the roster of users. ------------------------------------------------------------------- Well, that's the end of yet another DOC, so now you can all go and practice your typing skills by typing some DOCS for us, 'cause I sure as hell ain't gonna keep typing these bastards in for ever. If you lot want these DOC DISKS to continue, it's time to start contributing your efforts now, as we're running low on instructions, let alone time to type the things in. End of complaints. Sewer Rat! SPACE HARRIER - EXTENSIVE DOCUMENTATION +++++++++++++++++++++++++++++++++++++++ Typed for your convenience by Sewer Rat for DOC DISK NUMBER 6. Why is it that I always get the long ones? Our hero, a seasoned veteran of many spacewars is on the scene again. This time to save the DRAGON land which is occupied by Barbaric and evil creatures and controlled by supernatural phenomena. Elite/Sega proudly presents another in a long line of original game concepts (ha!) in "SPACE HARRIER", an action packed adventure (ha! ha!) that pits you in mortal combat with alien of another planet. To select either mouse or joystick, press the following keys when the title screen is displayed : M - Mouse J - Joystick To pause the game at any time, press the space bar. ------------------------------------------------------------------ After typing this file, I was left wondering whether this is the same SPACE HARRIER 'cause mine sure isn't an action packed adventure. I apologise for the laughter throughout the DOC but I just couldn't restrain myself. I will try to improve in future, but you lot could help by preventing games like Space Harrier from reaching us at Sewer H.Q. in the first place. SOLOMON'S KEY Yes, we've had some small ones in the past, but I reckon this DOC pretty much takes the cake as the smallest and most pathetic ever. The mammoth effort of typing this DOC can be attributed to myself, and I did it in less than a day. Sewer Rat! Insert disk in disk drive and turn on the computer. Keyboard Control : A - Up Z - Down < Left > Right SPACE BAR - Lay/Remove block HELP - Fireball/Spell or joystick in port 2. Well, there you have it, the full instructions, word for word. I even retained the impressive screen layout to increase your already overwhelming enjoyment. VIRUS ** Courtesy of H.M. (Vertigo) These tips should help if you are having difficulty with this game. IN ATTACK : When attacking aliens, always try to be above your target as it's much easier to control the direction of the hovercraft when it's pitched down. SEEDERS : These are the easiest of the lot and you should have no trouble taking them out. Try flying directly over them then downwards. BOMBERS : Try to fly along side the bombers rather than waiting for them to pass you Be careful of getting too close behind them because otherwise you might get hit by the parachute bombs. PESTS : Stay near the ground so you can see their shadows. By watching the shadow, you should be able to work it's path. Then try to point out where it's going, thrust up gently when it passes over you then start firing. DRONES, MUTANTS AND FIGHTERS : Again, stay near the ground so you can see their shadows, and keep the craft low and moving slowly in one direction. At first they will circle you, and then they will pitch downwards and start to thrust. This indicates that they are about to dive and you should now insure that the craft is behind you, otherwise you are likely to collide. Wait for the alien to come onto the screen then turn around and start firing and thrusting upwards. You can pursue the alien upwards until you destroy it. But its probably best to fall back to the ground and start again should you loose sight of the alien. Also be careful not to get too high as once your engines have cut out you will become a sitting duck for the aliens. ATTRACTORS : If you are going to destroy these with missiles, try to launch the attractor is over a flat piece of land or the sea because otherwise the missile is likely to hit the ground. Alternatively you can try to hit it five times needed to destroy it by staying low as you approach the attractor, because if you are too high above it, it will pull you to the ground. When it starts to pull you start firing and thrusting. By thrusting you should be able to avoid crashing into it, and with some luck some bullets should hit it as you are pulled back and forth over it. However once you only have one third of your fuel left, it's probably better to try and dis-engage. The easiest way to do this is to first thrust in one direction away from the attractor, and then turn around and then thrust towards and over the attractor. The speed you gain from thrusting and the pull of the attractor should be enough to break away from it. MYSTERY SPACECRAFT : This first appears on wave six and it represented by a black dot on your scanner. The ship is grey and flies faily high but slowly through the air. It scores 2000 points for a kill and defends itself by firiing small pest like objects at you. The ship needs multiple hits to destroy it and is able to jam your missile on wave seven and beyond. The easiest way to destroy it is to hover near it by watching it's shadow and the thrust straight up. Try to get as many hits on it as you can when you see it, but break off the attack after it's launched three of it's mini pests. Destroy these away from the spaceship before attacking it again. ** My trick ** try this - Land the hover craft upside down !! IT CAN BE DONE - H.M.** Sender : A. THAYA-PARAN Magazine : ACE WHIRLIGIG ** Courtesy of H.M. (Vertigo) We've had the DOCS to this one, so now it's time for the hints. Want to get to perfect space quickly ?? This may help. SECTOR RESOURSES 0 --- 1 FMC 2 --- 4 M 5 F 6 C 12 --- 13 FM 14 --- 28 M 29 F 1 FMC 2 --- 3 F 9 F 27 F 81 FC 82 M 164 --- 165 F 495 F 496 MC 497 F 498 --- 499 FM 500 --- 501 FC 502 M 503 F 504 --- 505 FM 506 C 507 F 508 M 1016 C 2032 M 4064 --- 8128 M 8129 F 751 FMC 752 --- 753 FM 78 --- 234 --- 235 FM 53 F 54  --- 162 --- Continue from Eigenspace 162 to Eienspace 181 in consecutive steps (162, 163, 164 ...). Fuel dumps occour every other space. Missile dumps occur every third and chaff dumps every fith space. From Eigenspace 181 the route continues ... 32761 FMC 32762 --- 32763 F 32764 M 65528 --- 131056 MC 262112 --- 524224 M 1048448 --- 2096896 MC 4193792 --- 8387584 M 16775168 --- 33550336 MC Sender : JOLYON SMITH Magazine : ACE e this, first of all get the craft flipped nearly at right angles, then pull back on the mouse, using your elevators effectively as a rudder. Use the racing line. Just as on ground-based racing the fastest line through a corner is from the outside of the track to the inside and back to the outside as the curve ends. In this way you straighten out the turn as much as possible. In three dimensions it is a little harder to do so, but the principle is still the same. When on an outside stretch of the track, fly as close as possible to the sky force field, not only is it less damaging at that height but the track is also wider at that height. Going into an underground section is one of the most difficult manoeuvers to get right in Powerdrome, but also on of the most satisfying when you can get it right. The fastest way is not to brake at all but flip the racer on its back and pull back. Then roll through 180 degrees with the natural curve of he track and pull back again. SAFE AFTERBURNING: You won't really get a fast lap without using the afterburners. However only use them when pointing straight or you could have a bad day. Over- heating engines is a problem, maily on the test oval with it's four long straights, so keep an eye on the temperature guages; if you blow an engine it cancels out any time you may have made up. FILTER CHANGES: When a storm is brewing up, the desision must be made as to whether to go into the pits and change the filters. Weigh up how many laps are left - do you need a fuel/repair stop anyway? You can take the chance of continue without changing, but the storm may be a lot longer than you thought. FUEL USAGE: Try to judge which type of fuel to use depending on the track you're about to race on. If you're already really good on that particular track, use Premium for maximum speed.If it's one of your weaker tracks, though, use economy as the extra speed will probably make you crash more often. The race length matters too; on a pit stop near the end of the race may be the difference between first and last place. RACE TACTICS: The fastest way to enter the RoboPit is to scream down the pit lane and, timing it just right, cut the engines before you reach your pit. Alternatively, if you're going to fast to slow down in time crash into the nearest available wall. DAMAGE REPAIR: If it's nealy the end of the race, don't bother to get repairs done, just try to limp around. If you have to go in for fuel though, just changing the nosecone costs no extra time. Find out your lead before you go in then you can find out what you can change. TRACK TIPS: Test oval: No real secret to this one - just use as much afterburner you can, short of trashing your engines. BEST LAP - 11.24 seconds. AntarCorp: Very narrow underground section, so try and stay in the middle of the track. Vertical underground chicane can be taken flat out - just! BEST LAP - 53.17 seconds. Clorotek: Entry into the underground section is difficult at first, as it's just after a right curve. Use the flip upside down technique. The section from underground exit to start line should be flown withjudicious use of after- burners. BEST LAP - 38.35 seconds. Otyaka: This darkened underground section is difficult at first, but not as hard as it seems when you know whichway the track goes. After you come out onto the surface again, the section from the exit of the right-hand hairpin to start can be taken flat out, but only if you get your line exactly through the right series of chicanes. BEST LAP - 56.58 seconds. Banzai: This is probably the hardes of the six tracks. Mono standard fuel is usually the best choise here as it difficult to use the extra speed of Nitra. Slow down to half speed for the dip under the track as a crash here can cost a lot of time. BEST TIME - 59.18 seconds. Apocalyt: The very tight hairpin (third corner from the start) should be taken at about 30% speed. Alternatively, if not too damaged already scream straight into the corner and smash into the wall to loose speed. The underground loop takes some practice. Use very gentle correctons on the mouse if you crash here it's difficult to build up speed again. BEST TIME - 38.90 seconds. DATALINK MODE: If you know someone with an ST, get together and play against them in data link mode. For the satisfaction of beating someone you know it's worth the small cost of a cable. If one of you is a lot better than the other, you can introduce handicaps by, say, the fast one using the slowest fuel and no after burners. If there's several of you have a knock out competition. (Phew!) 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